本文整理汇总了C++中Heroes::GetIndex方法的典型用法代码示例。如果您正苦于以下问题:C++ Heroes::GetIndex方法的具体用法?C++ Heroes::GetIndex怎么用?C++ Heroes::GetIndex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Heroes
的用法示例。
在下文中一共展示了Heroes::GetIndex方法的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: GetFocusHeroes
void Interface::Basic::EventDefaultAction(void)
{
Heroes* hero = GetFocusHeroes();
if(hero)
{
const Maps::Tiles & tile = world.GetTiles(hero->GetIndex());
// 1. action object
if(MP2::isActionObject(hero->GetMapsObject(), hero->isShipMaster()) &&
(! MP2::isMoveObject(hero->GetMapsObject()) || hero->CanMove()))
{
hero->Action(hero->GetIndex());
if(MP2::OBJ_STONELIGHTS == tile.GetObject(false) || MP2::OBJ_WHIRLPOOL == tile.GetObject(false))
SetRedraw(REDRAW_HEROES);
SetRedraw(REDRAW_GAMEAREA);
}
else
// 2. continue
if(hero->GetPath().isValid())
hero->SetMove(true);
else
// 3. hero dialog
Game::OpenHeroesDialog(*hero);
}
else
// 4. town dialog
if(GetFocusCastle())
{
Game::OpenCastleDialog(*GetFocusCastle());
}
}
示例2: GetRandomHeroesPosition
s32 GetRandomHeroesPosition(Heroes & hero, u32 scoute)
{
Maps::Indexes v = Maps::GetAroundIndexes(hero.GetIndex(), scoute, true);
Maps::Indexes res;
v.resize(std::distance(v.begin(),
std::remove_if(v.begin(), v.end(), std::ptr_fun(&Maps::TileIsUnderProtection))));
#if defined(ANDROID)
const MapsIndexes::const_reverse_iterator crend = v.rend();
for(MapsIndexes::const_reverse_iterator
it = v.rbegin(); it != crend && res.size() < 4; ++it)
#else
for(MapsIndexes::const_reverse_iterator
it = v.rbegin(); it != v.rend() && res.size() < 4; ++it)
#endif
{
if(world.GetTiles(*it).isPassable(&hero, Direction::CENTER, true) &&
hero.GetPath().Calculate(*it))
res.push_back(*it);
}
const s32 result = res.size() ? *Rand::Get(res) : -1;
if(0 <= result)
{
DEBUG(DBG_AI, DBG_INFO, Color::String(hero.GetColor()) <<
", hero: " << hero.GetName() << ", added task: " << result);
}
return result;
}
示例3: HeroesTownGate
bool HeroesTownGate(Heroes & hero, const Castle* castle)
{
if(castle)
{
Interface::Basic & I = Interface::Basic::Get();
const s32 src = hero.GetIndex();
const s32 dst = castle->GetIndex();
if(!Maps::isValidAbsIndex(src) || !Maps::isValidAbsIndex(dst))
return false;
AGG::PlaySound(M82::KILLFADE);
hero.GetPath().Hide();
hero.FadeOut();
Cursor::Get().Hide();
hero.Move2Dest(dst);
I.gameArea.SetCenter(hero.GetCenter());
GameFocus::SetRedraw();
I.Redraw();
AGG::PlaySound(M82::KILLFADE);
hero.GetPath().Hide();
hero.FadeIn();
// educate spells
if(! Settings::Get().ExtHeroLearnSpellsWithDay()) castle->MageGuildEducateHero(hero);
return true;
}
return false;
}
示例4: ActionSpellSetGuardian
bool ActionSpellSetGuardian(Heroes & hero, const Spell & spell, u8 id)
{
Maps::Tiles & tile = world.GetTiles(hero.GetIndex());
if(MP2::OBJ_MINES != tile.GetObject(false))
{
Dialog::Message("", _("You must be standing on the entrance to a mine (sawmills and alchemists don't count) to cast this spell."), Font::BIG, Dialog::OK);
return false;
}
const u16 count = hero.GetPower() * spell.ExtraValue();
if(count)
{
Maps::TilesAddon* addon = tile.FindObject(MP2::OBJ_MINES);
if(addon)
addon->tmp = spell();
if(spell == Spell::HAUNT)
{
world.CaptureObject(tile.GetIndex(), Color::UNUSED);
tile.SetObject(MP2::OBJ_ABANDONEDMINE);
}
Army::Troop troop = world.GetCapturedObject(tile.GetIndex()).GetTroop();
troop.Set(Monster(spell), count);
}
return false;
}
示例5: msg
int Interface::Basic::EventDigArtifact(void)
{
Heroes* hero = GetFocusHeroes();
if(hero)
{
if(hero->isShipMaster())
Dialog::Message("", _("Try looking on land!!!"), Font::BIG, Dialog::OK);
else
if(hero->GetMaxMovePoints() <= hero->GetMovePoints())
{
if(world.GetTiles(hero->GetIndex()).GoodForUltimateArtifact())
{
AGG::PlaySound(M82::DIGSOUND);
hero->ResetMovePoints();
if(world.DiggingForUltimateArtifact(hero->GetCenter()))
{
AGG::PlaySound(M82::TREASURE);
const Artifact & ultimate = world.GetUltimateArtifact().GetArtifact();
hero->PickupArtifact(ultimate);
std::string msg(_("After spending many hours digging here, you have uncovered the %{artifact}"));
StringReplace(msg, "%{artifact}", ultimate.GetName());
Dialog::ArtifactInfo(_("Congratulations!"), msg, ultimate());
// set all obelisks visited
Kingdom & kingdom = world.GetKingdom(hero->GetColor());
const MapsIndexes obelisks = Maps::GetObjectPositions(MP2::OBJ_OBELISK, true);
for(MapsIndexes::const_iterator
it = obelisks.begin(); it != obelisks.end(); ++it)
if(!hero->isVisited(world.GetTiles(*it), Visit::GLOBAL))
hero->SetVisited(*it, Visit::GLOBAL);
kingdom.PuzzleMaps().Update(kingdom.CountVisitedObjects(MP2::OBJ_OBELISK), world.CountObeliskOnMaps());
}
else
Dialog::Message("", _("Nothing here. Where could it be?"), Font::BIG, Dialog::OK);
Cursor::Get().Hide();
iconsPanel.RedrawIcons(ICON_HEROES);
Cursor::Get().Show();
Display::Get().Flip();
// check game over for ultimate artifact
return GameOver::Result::Get().LocalCheckGameOver();
}
else
Dialog::Message("", _("Try searching on clear ground."), Font::BIG, Dialog::OK);
}
}
else
Dialog::Message("", _("Digging for artifacts requires a whole day, try again tomorrow."), Font::BIG, Dialog::OK);
return Game::CANCEL;
}
示例6: ActionSpellSummonBoat
bool ActionSpellSummonBoat(Heroes & hero)
{
u8 chance = 0;
switch(hero.GetLevelSkill(Skill::Secondary::WISDOM))
{
case Skill::Level::BASIC:
chance = 50;
break;
case Skill::Level::ADVANCED:
chance = 75;
break;
case Skill::Level::EXPERT:
chance = 100;
break;
default:
chance = 30;
break;
}
const s32 center = hero.GetIndex();
// find water
s32 dst_water = -1;
const MapsIndexes & v = Maps::ScanAroundObject(center, MP2::OBJ_ZERO);
for(MapsIndexes::const_iterator
it = v.begin(); it != v.end(); ++it)
{
if(world.GetTiles(*it).isWater()) {
dst_water = *it;
break;
}
}
const MapsIndexes & boats = Maps::GetObjectPositions(center, MP2::OBJ_BOAT, false);
if(boats.empty())
{
DEBUG(DBG_GAME, DBG_WARN, "free boat: " << "not found");
}
else
{
const s32 & src = boats.front();
if(Rand::Get(1, 100) <= chance &&
Maps::isValidAbsIndex(src) && Maps::isValidAbsIndex(dst_water))
{
world.GetTiles(src).SetObject(MP2::OBJ_ZERO);
world.GetTiles(dst_water).SetObject(MP2::OBJ_BOAT);
}
else
DialogSpellFailed(Spell::SUMMONBOAT);
}
return true;
}
示例7: AIHeroesAddedRescueTask
void AIHeroesAddedRescueTask(Heroes & hero)
{
AIHero & ai_hero = AIHeroes::Get(hero);
Queue & task = ai_hero.sheduled_visit;
DEBUG(DBG_AI, DBG_TRACE, hero.GetName());
u32 scoute = hero.GetScoute();
switch(Settings::Get().GameDifficulty())
{
case Difficulty::NORMAL: scoute += 2; break;
case Difficulty::HARD: scoute += 3; break;
case Difficulty::EXPERT: scoute += 4; break;
case Difficulty::IMPOSSIBLE:scoute += 6; break;
default: break;
}
// find unchartered territory
s32 index = FindUncharteredTerritory(hero, scoute);
const Maps::Tiles & tile = world.GetTiles(hero.GetIndex());
if(index < 0)
{
// check teleports
if(MP2::OBJ_STONELIGHTS == tile.GetObject(false) ||
MP2::OBJ_WHIRLPOOL == tile.GetObject(false))
{
AI::HeroesAction(hero, hero.GetIndex());
}
else
{
// random
index = GetRandomHeroesPosition(hero, scoute);
}
}
if(0 <= index) task.push_back(index);
}
示例8: switch
void Interface::Basic::MoveHeroFromArrowKeys(Heroes & hero, int direct)
{
if(Maps::isValidDirection(hero.GetIndex(), direct))
{
s32 dst = Maps::GetDirectionIndex(hero.GetIndex(), direct);
const Maps::Tiles & tile = world.GetTiles(dst);
bool allow = false;
switch(tile.GetObject())
{
case MP2::OBJN_CASTLE:
{
const Castle* to_castle = world.GetCastle(hero.GetCenter());
if(to_castle)
{
dst = to_castle->GetIndex();
allow = true;
}
break;
}
case MP2::OBJ_BOAT:
case MP2::OBJ_CASTLE:
case MP2::OBJ_HEROES:
case MP2::OBJ_MONSTER:
allow = true;
break;
default:
allow = (tile.isPassable(&hero, Direction::CENTER, false) ||
MP2::isActionObject(tile.GetObject(), hero.isShipMaster()));
break;
}
if(allow) ShowPathOrStartMoveHero(&hero, dst);
}
}
示例9: HeroesActionNewPosition
void AI::HeroesActionNewPosition(Heroes & hero)
{
AIHero & ai_hero = AIHeroes::Get(hero);
//AIKingdom & ai_kingdom = AIKingdoms::Get(hero.GetColor());
Queue & task = ai_hero.sheduled_visit;
const u8 objs[] = { MP2::OBJ_ARTIFACT, MP2::OBJ_RESOURCE, MP2::OBJ_CAMPFIRE, MP2::OBJ_TREASURECHEST, 0 };
Maps::Indexes pickups = Maps::ScanAroundObjects(hero.GetIndex(), objs);
if(pickups.size() && hero.GetPath().isValid() &&
pickups.end() == std::find(pickups.begin(), pickups.end(), hero.GetPath().GetDestinationIndex()))
hero.GetPath().Reset();
for(MapsIndexes::const_iterator
it = pickups.begin(); it != pickups.end(); ++it)
if(*it != hero.GetPath().GetDestinationIndex())
task.push_front(*it);
}
示例10: ActionSpellDimensionDoor
bool ActionSpellDimensionDoor(Heroes & hero)
{
const u8 distance = Spell::CalculateDimensionDoorDistance(hero.GetPower(), hero.GetArmy().GetHitPoints());
Interface::Basic & I = Interface::Basic::Get();
Cursor & cursor = Cursor::Get();
// center hero
cursor.Hide();
I.gameArea.SetCenter(hero.GetCenter());
GameFocus::SetRedraw();
I.Redraw();
const s32 src = hero.GetIndex();
// get destination
const s32 dst = I.GetDimensionDoorDestination(src, distance, hero.isShipMaster());
if(Maps::isValidAbsIndex(src) && Maps::isValidAbsIndex(dst))
{
AGG::PlaySound(M82::KILLFADE);
hero.GetPath().Reset();
hero.FadeOut();
hero.SpellCasted(Spell::DIMENSIONDOOR);
cursor.Hide();
hero.Move2Dest(dst, true);
I.gameArea.SetCenter(hero.GetCenter());
GameFocus::SetRedraw();
I.Redraw();
AGG::PlaySound(M82::KILLFADE);
hero.FadeIn();
hero.ActionNewPosition();
return false; /* SpellCasted apply */
}
return false;
}
示例11: ActionSpellTownGate
bool ActionSpellTownGate(Heroes & hero)
{
const Kingdom & kingdom = world.GetKingdom(hero.GetColor());
const KingdomCastles & castles = kingdom.GetCastles();
KingdomCastles::const_iterator it;
const Castle* castle = NULL;
const s32 center = hero.GetIndex();
s32 min = -1;
// find the nearest castle
for(it = castles.begin(); it != castles.end(); ++it) if(*it && !(*it)->GetHeroes().Guest())
{
const u16 min2 = Maps::GetApproximateDistance(center, (*it)->GetIndex());
if(0 > min || min2 < min)
{
min = min2;
castle = *it;
}
}
Interface::Basic & I = Interface::Basic::Get();
Cursor & cursor = Cursor::Get();
// center hero
cursor.Hide();
I.gameArea.SetCenter(hero.GetCenter());
GameFocus::SetRedraw();
I.Redraw();
if(!castle)
{
Dialog::Message("", _("No avaialble town. Spell Failed!!!"), Font::BIG, Dialog::OK);
return false;
}
return HeroesTownGate(hero, castle);
}
示例12: FindUncharteredTerritory
s32 FindUncharteredTerritory(Heroes & hero, const u8 & scoute)
{
Maps::Indexes v = Maps::GetAroundIndexes(hero.GetIndex(), scoute, true);
Maps::Indexes res;
v.resize(std::distance(v.begin(),
std::remove_if(v.begin(), v.end(), std::ptr_fun(&Maps::TileIsUnderProtection))));
#if (__GNUC__ == 3 && __GNUC_MINOR__ == 4)
const MapsIndexes::const_reverse_iterator crend = v.rend();
for(MapsIndexes::const_reverse_iterator
it = v.rbegin(); it != crend && res.size() < 4; ++it)
#else
MapsIndexes::reverse_iterator it = v.rbegin();
for(; it != v.rend() && (res.size() < 4); ++it)
#endif
{
// find fogs
if(world.GetTiles(*it).isFog(hero.GetColor()) &&
world.GetTiles(*it).isPassable(&hero, Direction::CENTER, true) &&
hero.GetPath().Calculate(*it))
res.push_back(*it);
}
const s32 result = res.size() ? *Rand::Get(res) : -1;
if(0 <= result)
{
DEBUG(DBG_AI, DBG_INFO, Color::String(hero.GetColor()) <<
", hero: " << hero.GetName() << ", added task: " << result);
}
return result;
}
示例13: HeroesGetTask
bool AI::HeroesGetTask(Heroes & hero)
{
std::vector<s32> results;
results.reserve(5);
const Settings & conf = Settings::Get();
AIHero & ai_hero = AIHeroes::Get(hero);
AIKingdom & ai_kingdom = AIKingdoms::Get(hero.GetColor());
Queue & task = ai_hero.sheduled_visit;
IndexObjectMap & ai_objects = ai_kingdom.scans;
const u8 objs1[] = { MP2::OBJ_ARTIFACT, MP2::OBJ_RESOURCE, MP2::OBJ_CAMPFIRE, MP2::OBJ_TREASURECHEST, 0 };
const u8 objs2[] = { MP2::OBJ_SAWMILL, MP2::OBJ_MINES, MP2::OBJ_ALCHEMYLAB, 0 };
const u8 objs3[] = { MP2::OBJ_CASTLE, MP2::OBJ_HEROES, MP2::OBJ_MONSTER, 0 };
// rescan path
hero.RescanPath();
Castle* castle = hero.inCastle();
// if hero in castle
if(castle)
{
DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", in castle");
castle->RecruitAllMonster();
hero.GetArmy().UpgradeTroops(*castle);
// recruit army
if(hero.Modes(AI::HEROES_HUNTER))
hero.GetArmy().JoinStrongestFromArmy(castle->GetArmy());
else
if(hero.Modes(AI::HEROES_SCOUTER))
hero.GetArmy().KeepOnlyWeakestTroops(castle->GetArmy());
DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", " << hero.GetArmy().String());
}
// patrol task
if(hero.Modes(Heroes::PATROL))
{
DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", is patrol mode");
// goto patrol center
if(hero.GetCenterPatrol() != hero.GetCenter() &&
hero.GetPath().Calculate(Maps::GetIndexFromAbsPoint(hero.GetCenterPatrol())))
return true;
// scan enemy hero
if(hero.GetSquarePatrol())
{
const Maps::Indexes & results = Maps::ScanAroundObject(Maps::GetIndexFromAbsPoint(hero.GetCenterPatrol()),
hero.GetSquarePatrol(), MP2::OBJ_HEROES);
for(MapsIndexes::const_iterator
it = results.begin(); it != results.end(); ++it)
{
const Heroes* enemy = world.GetTiles(*it).GetHeroes();
if(enemy && ! enemy->isFriends(hero.GetColor()))
{
if(hero.GetPath().Calculate(enemy->GetIndex()))
{
DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", find enemy");
return true;
}
}
}
}
// can pickup objects
if(conf.ExtHeroPatrolAllowPickup())
{
const Maps::Indexes & results = Maps::ScanAroundObjects(hero.GetIndex(),
hero.GetSquarePatrol(), objs1);
for(MapsIndexes::const_iterator
it = results.begin(); it != results.end(); ++it)
if(AI::HeroesValidObject(hero, *it) &&
hero.GetPath().Calculate(*it))
{
ai_objects.erase(*it);
DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ": find object: " <<
MP2::StringObject(world.GetTiles(*it).GetObject()) << "(" << *it << ")");
return true;
}
}
// random move
/*
// disable move: https://sourceforge.net/tracker/?func=detail&aid=3157397&group_id=96859&atid=616180
{
Maps::ScanAroundObject(hero.GetIndex(), hero.GetSquarePatrol(), MP2::OBJ_ZERO);
if(results.size())
{
std::random_shuffle(results.begin(), results.end());
std::vector<s32>::const_iterator it = results.begin();
for(; it != results.end(); ++it)
if(world.GetTiles(*it).isPassable(&hero, Direction::CENTER, true) &&
hero.GetPath().Calculate(*it))
{
DEBUG(DBG_AI, Color::String(hero.GetColor()) <<
//.........这里部分代码省略.........
示例14: AIHeroesAddedTask
void AIHeroesAddedTask(Heroes & hero)
{
AIHero & ai_hero = AIHeroes::Get(hero);
AIKingdom & ai_kingdom = AIKingdoms::Get(hero.GetColor());
Queue & task = ai_hero.sheduled_visit;
IndexObjectMap & ai_objects = ai_kingdom.scans;
// load minimal distance tasks
std::vector<IndexDistance> objs;
objs.reserve(ai_objects.size());
for(std::map<s32, int>::const_iterator
it = ai_objects.begin(); it != ai_objects.end(); ++it)
{
const Maps::Tiles & tile = world.GetTiles((*it).first);
if(hero.isShipMaster())
{
if(MP2::OBJ_COAST != tile.GetObject() &&
! tile.isWater()) continue;
// check previous positions
if(MP2::OBJ_COAST == (*it).second &&
hero.isVisited(world.GetTiles((*it).first))) continue;
}
else
{
if(tile.isWater() && MP2::OBJ_BOAT != tile.GetObject()) continue;
}
objs.push_back(IndexDistance((*it).first,
Maps::GetApproximateDistance(hero.GetIndex(), (*it).first)));
}
DEBUG(DBG_AI, DBG_INFO, Color::String(hero.GetColor()) <<
", hero: " << hero.GetName() << ", task prepare: " << objs.size());
std::sort(objs.begin(), objs.end(), IndexDistance::Shortest);
for(std::vector<IndexDistance>::const_iterator
it = objs.begin(); it != objs.end(); ++it)
{
if(task.size() >= HERO_MAX_SHEDULED_TASK) break;
const bool validobj = AI::HeroesValidObject(hero, (*it).first);
if(validobj &&
hero.GetPath().Calculate((*it).first))
{
DEBUG(DBG_AI, DBG_INFO, Color::String(hero.GetColor()) <<
", hero: " << hero.GetName() << ", added tasks: " <<
MP2::StringObject(ai_objects[(*it).first]) << ", index: " << (*it).first <<
", distance: " << (*it).second);
task.push_back((*it).first);
ai_objects.erase((*it).first);
}
else
{
DEBUG(DBG_AI, DBG_TRACE, Color::String(hero.GetColor()) <<
", hero: " << hero.GetName() << (!validobj ? ", invalid: " : ", impossible: ") <<
MP2::StringObject(ai_objects[(*it).first]) << ", index: " << (*it).first <<
", distance: " << (*it).second);
}
}
if(task.empty())
AIHeroesAddedRescueTask(hero);
}
示例15: PassableFromToTile
bool PassableFromToTile(const Heroes & hero, s32 from, const s32 & to, int direct, s32 dst)
{
const Maps::Tiles & fromTile = world.GetTiles(from);
const Maps::Tiles & toTile = world.GetTiles(to);
// check start point
if(hero.GetIndex() == from)
{
if(MP2::isActionObject(fromTile.GetObject(false), hero.isShipMaster()))
{
// check direct from object
if(! (direct & fromTile.GetPassable()))
return false;
}
else
{
// check from tile direct
if(! fromTile.isPassable(&hero, direct, (hero.isControlAI() ? AI::HeroesSkipFog() : false)))
return false;
}
}
else
{
if(MP2::isActionObject(fromTile.GetObject(), hero.isShipMaster()))
{
// check direct from object
if(! (direct & fromTile.GetPassable()))
return false;
}
else
{
// check from tile direct
if(! fromTile.isPassable(&hero, direct, (hero.isControlAI() ? AI::HeroesSkipFog() : false)))
return false;
}
}
if(fromTile.isWater() && !toTile.isWater())
{
switch(toTile.GetObject())
{
case MP2::OBJ_BOAT:
case MP2::OBJ_MONSTER:
case MP2::OBJ_HEROES:
return false;
case MP2::OBJ_COAST:
return toTile.GetIndex() == dst;
default: break;
}
}
else
if(!fromTile.isWater() && toTile.isWater())
{
switch(toTile.GetObject())
{
case MP2::OBJ_BOAT:
return true;
case MP2::OBJ_HEROES:
return toTile.GetIndex() == dst;
default: break;
}
}
// check corner water/coast
if(hero.isShipMaster() &&
(direct & (Direction::TOP_LEFT | Direction::TOP_RIGHT | Direction::BOTTOM_RIGHT | Direction::BOTTOM_LEFT)))
{
switch(direct)
{
case Direction::TOP_LEFT:
if((Maps::isValidDirection(from, Direction::TOP) &&
! world.GetTiles(Maps::GetDirectionIndex(from, Direction::TOP)).isWater()) ||
(Maps::isValidDirection(from, Direction::LEFT) &&
! world.GetTiles(Maps::GetDirectionIndex(from, Direction::LEFT)).isWater()))
return false;
break;
case Direction::TOP_RIGHT:
if((Maps::isValidDirection(from, Direction::TOP) &&
! world.GetTiles(Maps::GetDirectionIndex(from, Direction::TOP)).isWater()) ||
(Maps::isValidDirection(from, Direction::RIGHT) &&
! world.GetTiles(Maps::GetDirectionIndex(from, Direction::RIGHT)).isWater()))
return false;
break;
case Direction::BOTTOM_RIGHT:
if((Maps::isValidDirection(from, Direction::BOTTOM) &&
! world.GetTiles(Maps::GetDirectionIndex(from, Direction::BOTTOM)).isWater()) ||
(Maps::isValidDirection(from, Direction::RIGHT) &&
! world.GetTiles(Maps::GetDirectionIndex(from, Direction::RIGHT)).isWater()))
return false;
break;
case Direction::BOTTOM_LEFT:
if((Maps::isValidDirection(from, Direction::BOTTOM) &&
! world.GetTiles(Maps::GetDirectionIndex(from, Direction::BOTTOM)).isWater()) ||
//.........这里部分代码省略.........