本文整理汇总了C++中EvilNumber类的典型用法代码示例。如果您正苦于以下问题:C++ EvilNumber类的具体用法?C++ EvilNumber怎么用?C++ EvilNumber使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了EvilNumber类的15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: _Subtract
EvilNumber EvilNumber::_Subtract( const EvilNumber & val1, const EvilNumber & val2 )
{
EvilNumber result;
// WARNING! There should be NO implicit or explicit use of the 'this' pointer here!
if (val2.mType == val1.mType) {
if (val1.mType == evil_number_float) {
result.mValue.fVal = val1.mValue.fVal - val2.mValue.fVal;
result.mType = evil_number_float;
} else if (val1.mType == evil_number_int) {
result.mValue.iVal = val1.mValue.iVal - val2.mValue.iVal;
result.mType = evil_number_int;
}
} else {
// we assume that the val argument is the opposite of the 'this' type
if (val1.mType == evil_number_float) {
result.mValue.fVal = val1.mValue.fVal - double(val2.mValue.iVal);
result.mType = evil_number_float;
} else if (val1.mType == evil_number_int) {
double tVal = (double)val1.mValue.iVal; // normal integer number
result.mValue.fVal = tVal - val2.mValue.fVal;
result.mType = evil_number_float;
} else {
assert(false); // crash
}
// check if we are a integer
result.CheckIntegrity();
}
return result;
}
示例2: _Divide
EvilNumber EvilNumber::_Divide( const EvilNumber & val1, const EvilNumber & val2 )
{
EvilNumber result;
// WARNING! There should be NO implicit or explicit use of the 'this' pointer here!
if (val2.mType == val1.mType) {
if (val1.mType == evil_number_float) {
result.mValue.fVal = val1.mValue.fVal / val2.mValue.fVal;
result.mType = evil_number_float;
} else if (val1.mType == evil_number_int) {
// make sure we can do things like 2 / 4 = 0.5f
result.mValue.fVal = double(val1.mValue.iVal) / double(val2.mValue.iVal);
result.mType = evil_number_float;
// check if its possibly an integer
result.CheckIntegrity();
}
} else {
// we assume that the val1 argument type is the opposite of the val2 argument type
if (val1.mType == evil_number_float) {
result.mValue.fVal = val1.mValue.fVal / double(val2.mValue.iVal);
result.mType = evil_number_float;
} else if (val1.mType == evil_number_int) {
double tVal = (double)val1.mValue.iVal; // normal integer number
result.mValue.fVal = tVal / val2.mValue.fVal;
result.mType = evil_number_float;
} else {
assert(false); // crash
}
// check if we are an integer
result.CheckIntegrity();
}
return result;
}
示例3: ProcessActiveCycle
void ActiveModuleProcessingComponent::ProcessActiveCycle()
{
//TO-DO: Check to see if capacitor is drained at activation or after the cycle
//check for stop signal
if(m_Stop)
return;
//else consume capacitor
EvilNumber capCapacity = m_Ship->GetAttribute(AttrCharge);
EvilNumber capNeed = m_Mod->GetAttribute(AttrCapacitorNeed);
capCapacity -= capNeed;
m_Ship->SetAttribute(AttrCharge, capCapacity.get_float());
//then check if we are targeting another ship or not and apply attribute changes
//maybe we can have a check for modules that repeat the same attributes so we
//send the changes just once at activation and at deactivation
//--pseudocode--
//if(target != self)
// m_ShipAttrComp->ModifyTargetShipAttribute();
//else
// m_ShipAttrComp->ModifyShipAttribute();
}
示例4: _Modulus
EvilNumber EvilNumber::_Modulus( const EvilNumber & val1, const EvilNumber & val2 )
{
EvilNumber result;
// WARNING! There should be NO implicit or explicit use of the 'this' pointer here!
if (val2.mType == val1.mType) {
if (val1.mType == evil_number_float) {
result.mValue.iVal = (int64)(val1.mValue.fVal) % (int64)(val2.mValue.fVal);
result.mType = evil_number_int;
} else if (val1.mType == evil_number_int) {
result.mValue.iVal = val1.mValue.iVal % val2.mValue.iVal;
result.mType = evil_number_int;
}
} else {
// we assume that the val1 argument type is the opposite of the val2 argument type
if (val1.mType == evil_number_float) {
result.mValue.iVal = (int64)(val1.mValue.fVal) % val2.mValue.iVal;
result.mType = evil_number_int;
} else if (val1.mType == evil_number_int) {
result.mValue.iVal = val1.mValue.iVal % (int64)(val2.mValue.fVal);
result.mType = evil_number_int;
} else {
assert(false); // crash
}
// check if we are a integer
result.CheckIntegrity();
}
return result;
}
示例5: GetAttribute
EvilNumber Character::GetSPPerMin( SkillRef skill )
{
EvilNumber primarySkillTrainingAttr = skill->GetAttribute(AttrPrimaryAttribute);
EvilNumber secondarySkillTrainingAttr = skill->GetAttribute(AttrSecondaryAttribute);
EvilNumber primarySPperMin = GetAttribute( (uint32)(primarySkillTrainingAttr.get_int()) );
EvilNumber secondarySPperMin = GetAttribute( (uint32)(secondarySkillTrainingAttr.get_int()) );
//EvilNumber skillLearningLevel(0);
//
////3374 - Skill Learning
//SkillRef skillLearning = GetSkill( 3374 );
//if( skillLearning )
// skillLearningLevel = skillLearning->GetAttribute(AttrSkillLevel);
primarySPperMin = primarySPperMin + secondarySPperMin / 2.0f;
//primarySPperMin = primarySPperMin * (EvilNumber(1.0f) + EvilNumber(0.02f) * skillLearningLevel);
// 100% Training bonus for 30day and under character age has been removed in Incursion
// http://www.eveonline.com/en/incursion/article/57/learning-skills-are-going-away
// Check Total SP Trained for this character against the threshold for granting the 100% training bonus:
//if( m_totalSPtrained.get_float() < ((double)MAX_SP_FOR_100PCT_TRAINING_BONUS) )
// primarySPperMin = primarySPperMin * EvilNumber(2.0f);
return primarySPperMin;
}
示例6: EffectiveStanding
EvilNumber EffectiveStanding( EvilNumber YourStanding, EvilNumber ConnectionsSkillLevel, EvilNumber DiplomacySkillLevel )
{
EvilNumber SkillLevel(0.0);
if( YourStanding < 0.0 )
SkillLevel = DiplomacySkillLevel;
else
SkillLevel = ConnectionsSkillLevel;
return (YourStanding.get_float() + ((10.0 - YourStanding.get_float()) * (0.04 * (SkillLevel.get_float()))));
}
示例7: ME_EffectOnWaste
EvilNumber ME_EffectOnWaste( EvilNumber MaterialAmount, EvilNumber BaseWasteFactor, EvilNumber MaterialEfficiency )
{
EvilNumber ME_Factor(0.0);
if( MaterialEfficiency >= 0 )
ME_Factor = (1.0 / (MaterialEfficiency.get_float() + 1.0));
else
ME_Factor = (1.0 - MaterialEfficiency.get_float());
return (floor(0.5 + (MaterialAmount.get_float() * (BaseWasteFactor.get_float() / 100.0) * ME_Factor.get_float())));
}
示例8: sigRad
uint32 TargetManager::TimeToLock(ShipRef ship, SystemEntity *target) const {
EvilNumber scanRes = ship->GetAttribute(AttrScanResolution);
EvilNumber sigRad(500);
if( target->Item().get() != NULL )
if( target->Item()->HasAttribute(AttrSignatureRadius) )
sigRad = target->Item()->GetAttribute(AttrSignatureRadius);
EvilNumber time = ( EvilNumber(40000) / ( scanRes ) ) /( EvilNumber::pow( e_log( sigRad + e_sqrt( sigRad * sigRad + 1) ), 2) );
return static_cast<uint32>(time.get_float() * 1000); // Timer uses ms instead of seconds
}
示例9: Change
bool AttributeMap::Change( uint32 attributeID, EvilNumber& old_val, EvilNumber& new_val )
{
Notify_OnModuleAttributeChange modChange;
modChange.ownerID = mItem.ownerID();
modChange.itemKey = mItem.itemID();
modChange.attributeID = attributeID;
modChange.time = Win32TimeNow();
modChange.newValue = new_val.GetPyObject();
modChange.oldValue = old_val.GetPyObject();
return SendAttributeChanges(modChange.Encode());
}
示例10: Change
bool AttributeMap::Change( uint32 attributeID, EvilNumber& old_val, EvilNumber& new_val )
{
mChanged = true;
PyTuple* AttrChange = new PyTuple(7);
AttrChange->SetItem(0, new PyString("OnModuleAttributeChange"));
AttrChange->SetItem(1, new PyInt(mItem.ownerID()));
AttrChange->SetItem(2, new PyInt(mItem.itemID()));
AttrChange->SetItem(3, new PyInt(attributeID));
AttrChange->SetItem(4, new PyLong(Win32TimeNow()));
AttrChange->SetItem(5, old_val.GetPyObject());
AttrChange->SetItem(6, new_val.GetPyObject());
return SendAttributeChanges(AttrChange);
}
示例11: ValidateAddItem
/*
* InventoryEx
*/
void InventoryEx::ValidateAddItem(EVEItemFlags flag, InventoryItemRef item) const
{
//double volume = item->quantity() * item->volume();
EvilNumber volume = item->GetAttribute(AttrQuantity) * item->GetAttribute(AttrVolume);
double capacity = GetRemainingCapacity( flag );
if( volume > capacity )
{
std::map<std::string, PyRep *> args;
args["available"] = new PyFloat( capacity );
args["volume"] = volume.GetPyObject();
throw PyException( MakeUserError( "NotEnoughCargoSpace", args ) );
}
}
示例12: if
/* rewrote attrib calculations and implemented true stacking penality, with checks for exceptions. -allan 13April16 */
void ModifyModuleAttributesComponent::_modifyModuleAttributes(GenericModule* targetMod, uint32 targetAttrID, uint32 sourceAttrID, EVECalculationType type)
{
uint8 stackSize = 1;
EvilNumber modVal = m_Mod->GetAttribute(sourceAttrID), startVal = targetMod->GetAttribute(targetAttrID);
/* check for attribs that are NOT penalized here, and bypass stacking method. */
/* note: DCU, rigs and subsystems do not use this method */
if ((targetAttrID != AttrWarpFactor) or (sourceAttrID != AttrCargoCapacityMultiplier)) {
std::map<uint16, uint8>::iterator itr = m_attribMap.find(targetAttrID);
if (itr != m_attribMap.end()) {
/** @todo verify these module states */
if (m_Mod->GetModuleState() == MOD_ONLINE)
stackSize = ++itr->second;
else if ((m_Mod->GetModuleState() == MOD_OFFLINE)
or (m_Mod->GetModuleState() == MOD_DEACTIVATING))
/** @todo implement the difference between MOD_OFFLINE and MOD_DEACTIVATING */
{
if (itr->second == 1)
m_attribMap.erase(itr);
else
stackSize = --itr->second;
}
} else
m_attribMap.emplace(targetAttrID, 1);
}
double effectiveness = 1;
if (m_Mod->GetModuleState() == MOD_ONLINE) {
effectiveness = exp(-pow(((stackSize - 1)/2.67),2)); //stacking calculation fixed -allan 20Dec15
m_Mod->SetEffectiveness(targetAttrID, effectiveness);
} else if ((m_Mod->GetModuleState() == MOD_OFFLINE) or (m_Mod->GetModuleState() == MOD_DEACTIVATING)) {
effectiveness = m_Mod->GetEffectiveness(targetAttrID);
}
if (effectiveness <= 0) { /* this should never happen */
codelog(SHIP__MODULE_ERROR, "MMAC::_modifyModuleAttributes() - effectiveness <= 0");
targetMod->GetShipRef()->GetPilot()->SendErrorMsg("Internal Server Error. Ref: ServerError 25620");
}
modVal *= effectiveness;
EvilNumber newVal = CalculateNewAttributeValue(startVal, modVal, type);
_log(SHIP__MODULE_TRACE, "MMAC::_modifyModuleAttributes() - origVal:%f, Mod:%f, newVal:%f, stackSize:%u, effective:%f, type:%i", \
startVal.get_float(), modVal.get_float(), newVal.get_float(), stackSize, effectiveness, (int)type);
SetAttribute(targetMod, targetAttrID, newVal);
}
示例13: _CalculateTotalSPTrained
void Character::_CalculateTotalSPTrained()
{
// Loop through all skills trained and calculate total SP this character has trained so far,
// NOT including the skill currently being trained:
double exponent = 0.0f;
double totalSP = 0.0f;
EvilNumber skillLevel;
EvilNumber skillRank;
std::vector<InventoryItemRef> skills;
GetSkillsList( skills );
std::vector<InventoryItemRef>::iterator cur, end;
cur = skills.begin();
end = skills.end();
for(; cur != end; cur++)
{
// Calculate exact SP from each skill and add to total SP
skillLevel = cur->get()->GetAttribute( AttrSkillLevel );
skillRank = cur->get()->GetAttribute( AttrSkillTimeConstant );
totalSP += 250.0f * (double)(skillRank.get_int()) * pow(32.0, (double)(((double)(skillLevel.get_int()) - 1.0f) / 2.0f));
}
m_totalSPtrained = totalSP;
}
示例14: GetAttribute
EvilNumber Character::GetSPPerMin( SkillRef skill )
{
EvilNumber primarySkillTrainingAttr = skill->GetAttribute(AttrPrimaryAttribute);
EvilNumber secondarySkillTrainingAttr = skill->GetAttribute(AttrSecondaryAttribute);
EvilNumber primarySPperMin = GetAttribute( (uint32)(primarySkillTrainingAttr.get_int()) );
EvilNumber secondarySPperMin = GetAttribute( (uint32)(secondarySkillTrainingAttr.get_int()) );
EvilNumber skillLearningLevel(0);
//3374 - Skill Learning
SkillRef skillLearning = GetSkill( 3374 );
if( skillLearning )
skillLearningLevel = skillLearning->GetAttribute(AttrSkillLevel);
primarySPperMin = primarySPperMin + secondarySPperMin / 2.0f;
primarySPperMin = primarySPperMin * (EvilNumber(1.0f) + EvilNumber(0.02f) * skillLearningLevel);
// Check Total SP Trained for this character against the threshold for granting the 100% training bonus:
if( m_totalSPtrained.get_float() < ((double)MAX_SP_FOR_100PCT_TRAINING_BONUS) )
primarySPperMin = primarySPperMin * EvilNumber(2.0f);
return primarySPperMin;
}
示例15: ProductionTime
EvilNumber ProductionTime( EvilNumber BaseProductionTime, EvilNumber ProductivityModifier, EvilNumber ProductionEfficiency, EvilNumber ProductionTimeModifier )
{
EvilNumber PE_Factor(0.0);
if( ProductionEfficiency >= 0.0 )
PE_Factor = (ProductionEfficiency.get_float() / (1.0 + ProductionEfficiency.get_float()));
else
PE_Factor = (ProductionEfficiency.get_float() - 1.0);
return (BaseProductionTime.get_float()
* (1.0 - (ProductivityModifier.get_float() / BaseProductionTime.get_float())
* (PE_Factor.get_float()))
* ProductionTimeModifier.get_float());
}