本文整理汇总了C++中Heroes::isControlAI方法的典型用法代码示例。如果您正苦于以下问题:C++ Heroes::isControlAI方法的具体用法?C++ Heroes::isControlAI怎么用?C++ Heroes::isControlAI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::isControlAI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: PassableToTile
bool PassableToTile(const Heroes & hero, const Maps::Tiles & toTile, int direct, s32 dst)
{
// check end point
if(toTile.GetIndex() == dst)
{
// fix toTilePassable with action object
if(MP2::isPickupObject(toTile.GetObject()))
return true;
// check direct to object
if(MP2::isActionObject(toTile.GetObject(false), hero.isShipMaster()))
return Direction::Reflect(direct) & toTile.GetPassable();
if(MP2::OBJ_HEROES == toTile.GetObject())
return toTile.isPassable(NULL, Direction::Reflect(direct), (hero.isControlAI() ? AI::HeroesSkipFog() : false));
}
// check to tile direct
if(! toTile.isPassable(&hero, Direction::Reflect(direct), (hero.isControlAI() ? AI::HeroesSkipFog() : false)))
return false;
if(toTile.GetIndex() != dst)
{
if(MP2::isPickupObject(toTile.GetObject()) ||
MP2::isActionObject(toTile.GetObject(false), hero.isShipMaster()))
return false;
// check hero/monster on route
switch(toTile.GetObject())
{
case MP2::OBJ_HEROES:
case MP2::OBJ_MONSTER:
return false;
default: break;
}
// check monster protection
if(CheckMonsterProtectionAndNotDst(toTile.GetIndex(), dst))
return false;
}
return true;
}
示例2: 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.........