本文整理汇总了C++中HousePtr::getTilePos方法的典型用法代码示例。如果您正苦于以下问题:C++ HousePtr::getTilePos方法的具体用法?C++ HousePtr::getTilePos怎么用?C++ HousePtr::getTilePos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HousePtr
的用法示例。
在下文中一共展示了HousePtr::getTilePos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: _findBlankHouse
HousePtr Immigrant::_findBlankHouse()
{
CityHelper hlp( _getCity() );
HouseList houses = hlp.find< House >( building::house );
HousePtr blankHouse;
_d->destination = TilePos( -1, -1 );
HouseList::iterator itHouse = houses.begin();
while( itHouse != houses.end() )
{
if( (*itHouse)->getAccessRoads().size() > 0 &&
( (*itHouse)->getHabitants().count() < (*itHouse)->getMaxHabitants() ) )
{
itHouse++;
}
else
{
itHouse = houses.erase( itHouse );
}
}
if( houses.size() > 0 )
{
itHouse = houses.begin();
std::advance(itHouse, rand() % houses.size() );
blankHouse = *itHouse;
_d->destination = blankHouse->getTilePos();
}
return blankHouse;
}
示例2: onMidTile
void WalkerPrefect::onMidTile()
{
ReachedBuildings reachedBuildings;
TilePos firePos;
bool haveBurningRuinsNear = _looks4Fire( reachedBuildings, firePos );
bool isDestination = _getPathway().isDestination();
switch( _d->action )
{
case Impl::doNothing:
break;
case Impl::patrol:
{
if( haveBurningRuinsNear )
{
//tell our prefecture that need send prefect with water to fight with fire
//on next deliverService
//found fire, no water, go prefecture
getBase().as<Prefecture>()->fireDetect( firePos );
_back2Prefecture();
Walker::onNewDirection();
}
else
{
foreach( BuildingPtr building, reachedBuildings )
{
building->applyService( ServiceWalkerPtr( this ) );
HousePtr house = building.as<House>();
if( house.isValid() && house->getHealthLevel() < 1 )
{
house->deleteLater();
GameEventMgr::append( DisasterEvent::create( house->getTilePos(), DisasterEvent::plague ) );
}
}
}
if( isDestination )
{
_back2Prefecture();
}
Walker::onMidTile();
}
break;
case Impl::back2Prefecture:
{
if( haveBurningRuinsNear )
{
//tell our prefecture that need send prefect with water to fight with fire
//on next deliverService
getBase().as<Prefecture>()->fireDetect( firePos );
}
if( isDestination )
{
deleteLater();
_d->action = Impl::doNothing;
}
Walker::onMidTile();
}
break;
case Impl::gotoFire:
{
if( _getPathway().getDestination().getIJ().distanceFrom( getIJ() ) < 1.5f )
{
LandOverlayPtr overlay = _getPathway().getDestination().getOverlay();
if( overlay.isValid() && overlay->getType() == B_BURNING_RUINS )
{
_d->action = Impl::fightFire;
_setGraphic( WG_PREFECT_FIGHTS_FIRE );
Walker::onNewDirection();
isDestination = false;
}
}
if( isDestination )
{
if( !haveBurningRuinsNear || _d->water == 0 )
{
_back2Prefecture();
}
else
{
_setGraphic( WG_PREFECT_DRAG_WATER );
_d->action = Impl::gotoFire;
_checkPath2NearestFire( reachedBuildings );
Walker::onNewDirection();
}
}
Walker::onMidTile();
//.........这里部分代码省略.........