本文整理汇总了C++中CvUnit::currEffectiveStr方法的典型用法代码示例。如果您正苦于以下问题:C++ CvUnit::currEffectiveStr方法的具体用法?C++ CvUnit::currEffectiveStr怎么用?C++ CvUnit::currEffectiveStr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::currEffectiveStr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: AI_sumStrength
int CvSelectionGroupAI::AI_sumStrength(const CvPlot* pAttackedPlot, DomainTypes eDomainType, bool bCheckCanAttack, bool bCheckCanMove) const
{
CLLNode<IDInfo>* pUnitNode;
CvUnit* pLoopUnit;
int strSum = 0;
pUnitNode = headUnitNode();
while (pUnitNode != NULL)
{
pLoopUnit = ::getUnit(pUnitNode->m_data);
pUnitNode = nextUnitNode(pUnitNode);
if (!pLoopUnit->isDead())
{
bool bCanAttack = false;
if (pLoopUnit->getDomainType() == DOMAIN_AIR)
bCanAttack = pLoopUnit->canAirAttack();
else
bCanAttack = pLoopUnit->canAttack();
if (!bCheckCanAttack || bCanAttack)
{
if (!bCheckCanMove || pLoopUnit->canMove())
if (!bCheckCanMove || pAttackedPlot == NULL || pLoopUnit->canMoveInto(pAttackedPlot, /*bAttack*/ true, /*bDeclareWar*/ true))
if (eDomainType == NO_DOMAIN || pLoopUnit->getDomainType() == eDomainType)
strSum += pLoopUnit->currEffectiveStr(pAttackedPlot, pLoopUnit);
}
}
}
return strSum;
}
示例2: AI_GroupPower
// uses the same scale as CvPlayerAI::AI_getOurPlotStrength
int CvSelectionGroupAI::AI_GroupPower(CvPlot* pPlot, bool bDefensiveBonuses) const
{
CLLNode<IDInfo>* pUnitNode;
CvUnit* pLoopUnit;
int iValue;
iValue = 0;
pUnitNode = headUnitNode();
while (pUnitNode != NULL)
{
pLoopUnit = ::getUnit(pUnitNode->m_data);
pUnitNode = nextUnitNode(pUnitNode);
if ((bDefensiveBonuses && pLoopUnit->canDefend()) || pLoopUnit->canAttack())
{
if (!(pLoopUnit->isInvisible(getTeam(), false)))
{
if (pLoopUnit->atPlot(pPlot) || pLoopUnit->canMoveInto(pPlot) || pLoopUnit->canMoveInto(pPlot, /*bAttack*/ true))
{
iValue += pLoopUnit->currEffectiveStr((bDefensiveBonuses ? pPlot : NULL), NULL);
}
}
}
}
return iValue;
}
示例3: AI_ejectBestDefender
CvUnit* CvSelectionGroupAI::AI_ejectBestDefender(CvPlot* pDefendPlot)
{
CLLNode<IDInfo>* pEntityNode;
CvUnit* pLoopUnit;
pEntityNode = headUnitNode();
CvUnit* pBestUnit = NULL;
int iBestUnitValue = 0;
while (pEntityNode != NULL)
{
pLoopUnit = ::getUnit(pEntityNode->m_data);
pEntityNode = nextUnitNode(pEntityNode);
//if (!pLoopUnit->noDefensiveBonus())
// commented out by K-Mod. The noDefBonus thing is already taken into account.
{
int iValue = pLoopUnit->currEffectiveStr(pDefendPlot, NULL) * 100;
if (pDefendPlot->isCity(true, getTeam()))
{
iValue *= 100 + pLoopUnit->cityDefenseModifier();
iValue /= 100;
}
iValue *= 100;
iValue /= (100 + pLoopUnit->cityAttackModifier() + pLoopUnit->getExtraCityAttackPercent());
iValue /= 2 + pLoopUnit->getLevel();
if (iValue > iBestUnitValue)
{
iBestUnitValue = iValue;
pBestUnit = pLoopUnit;
}
}
}
if (NULL != pBestUnit && getNumUnits() > 1)
{
pBestUnit->joinGroup(NULL);
}
return pBestUnit;
}
示例4: AI_sumStrength
// K-Mod. I've removed bCheckMove, and changed bCheckCanAttack to include checks for moves, and for hasAlreadyAttacked / blitz
int CvSelectionGroupAI::AI_sumStrength(const CvPlot* pAttackedPlot, DomainTypes eDomainType, bool bCheckCanAttack) const
{
CLLNode<IDInfo>* pUnitNode;
CvUnit* pLoopUnit;
int strSum = 0;
bool bDefenders = pAttackedPlot ? pAttackedPlot->isVisibleEnemyUnit(getHeadOwner()) : false; // K-Mod
bool bCountCollateral = pAttackedPlot && pAttackedPlot != plot(); // K-Mod
pUnitNode = headUnitNode();
int iBaseCollateral = bCountCollateral
? iBaseCollateral = estimateCollateralWeight(pAttackedPlot, pAttackedPlot->getTeam() == getTeam() ? NO_TEAM : pAttackedPlot->getTeam())
: 0;
while (pUnitNode != NULL)
{
pLoopUnit = ::getUnit(pUnitNode->m_data);
pUnitNode = nextUnitNode(pUnitNode);
if (!pLoopUnit->isDead())
{
// K-Mod. (original checks deleted.)
if (bCheckCanAttack)
{
if (pLoopUnit->getDomainType() == DOMAIN_AIR)
{
if (!pLoopUnit->canAirAttack() || !pLoopUnit->canMove() || (pAttackedPlot && bDefenders && !pLoopUnit->canMoveInto(pAttackedPlot, true, true)))
continue; // can't attack.
}
else
{
if (!pLoopUnit->canAttack() || !pLoopUnit->canMove()
|| (pAttackedPlot && bDefenders && !pLoopUnit->canMoveInto(pAttackedPlot, true, true))
|| (!pLoopUnit->isBlitz() && pLoopUnit->isMadeAttack()))
continue; // can't attack.
}
}
// K-Mod end
if (eDomainType == NO_DOMAIN || pLoopUnit->getDomainType() == eDomainType)
{
strSum += pLoopUnit->currEffectiveStr(pAttackedPlot, pLoopUnit);
// K-Mod estimate the attack power of collateral units. (cf with calculation in AI_localAttackStrength)
if (bCountCollateral && pLoopUnit->collateralDamage() > 0)
{
int iPossibleTargets = pLoopUnit->collateralDamageMaxUnits();
// If !bCheckCanAttack, then lets not assume pAttackPlot won't get more units on it.
if (bCheckCanAttack && pAttackedPlot->isVisible(getTeam(), false))
iPossibleTargets = std::min(iPossibleTargets, pAttackedPlot->getNumVisibleEnemyDefenders(pLoopUnit) - 1);
if (iPossibleTargets > 0)
{
// collateral damage is not trivial to calculate. This estimate is pretty rough.
// (Note: collateralDamage() and iBaseCollateral both include factors of 100.)
strSum += pLoopUnit->baseCombatStr() * iBaseCollateral * pLoopUnit->collateralDamage() * iPossibleTargets / 10000;
}
}
// K-Mod end
}
}
}
return strSum;
}