本文整理汇总了C++中ManagedReference::getAcid方法的典型用法代码示例。如果您正苦于以下问题:C++ ManagedReference::getAcid方法的具体用法?C++ ManagedReference::getAcid怎么用?C++ ManagedReference::getAcid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ManagedReference
的用法示例。
在下文中一共展示了ManagedReference::getAcid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: updateCraftingValues
void PetDeedImplementation::updateCraftingValues(CraftingValues* values, bool firstUpdate) {
ManagedReference<ManufactureSchematic*> manufact = values->getManufactureSchematic();
float clFactor = 0;
for (int i = 0; i < manufact->getSlotCount(); ++i) {
// Dna Component Slots
Reference<IngredientSlot* > iSlot = manufact->getSlot(i);
if (iSlot->isComponentSlot()) {
ComponentSlot* cSlot = cast<ComponentSlot*>(iSlot.get());
ManagedReference<TangibleObject*> tano = cSlot->getPrototype();
ManagedReference<GeneticComponent*> component = cast<GeneticComponent*>( tano.get());
// Now we can suck in the values
clFactor = component->getLevel();
quality = component->getQuality();
chanceHit = component->getHit();
attackSpeed = component->getSpeed();
damageMin = component->getMinDamage();
damageMax = component->getMaxDamage();
armor = component->getArmor();
kinResist = round(component->getKinetic());
energyResist = round(component->getEnergy());
blastResist = round(component->getBlast());
coldResist = round(component->getCold());
heatResist = round(component->getHeat());
elecResist = round(component->getElectrical());
acidResist = round(component->getAcid());
stunResist = round(component->getStun());
saberResist = round(component->getSaber());
health = component->getHealth();
action = component->getAction();
mind = component->getMind();
special1 = component->getSpecial1();
special2 = component->getSpecial2();
ranged = component->getRanged();
cleverness = component->getCleverness();
endurance = component->getEndurance();
fierceness = component->getFierceness();
power = component->getPower();
intelligence = component->getIntelligence();
courage = component->getCourage();
dependency = component->getDependency();
dexterity = component->getDexterity();
fortitude = component->getFortitude();
hardiness = component->getHardiness();
if (component->isSpecialResist(WeaponObject::KINETIC))
setSpecialResist(WeaponObject::KINETIC);
if (component->isSpecialResist(WeaponObject::ELECTRICITY))
setSpecialResist(WeaponObject::ELECTRICITY);
if (component->isSpecialResist(WeaponObject::ENERGY))
setSpecialResist(WeaponObject::ENERGY);
if (component->isSpecialResist(WeaponObject::ACID))
setSpecialResist(WeaponObject::ACID);
if (component->isSpecialResist(WeaponObject::BLAST))
setSpecialResist(WeaponObject::BLAST);
if (component->isSpecialResist(WeaponObject::COLD))
setSpecialResist(WeaponObject::COLD);
if (component->isSpecialResist(WeaponObject::HEAT))
setSpecialResist(WeaponObject::HEAT);
if (component->isSpecialResist(WeaponObject::LIGHTSABER))
setSpecialResist(WeaponObject::LIGHTSABER);
if (component->isSpecialResist(WeaponObject::STUN))
setSpecialResist(WeaponObject::STUN);
level = Genetics::calculatePetLevel(component);
}
}
CreatureTemplateManager* creatureTemplateManager = CreatureTemplateManager::instance();
ManagedReference<CreatureTemplate*> petTemplate = creatureTemplateManager->getTemplate( mobileTemplate.hashCode() );
if (petTemplate != NULL) {
// get min CL from the template
int skinFactor = petTemplate->getLevel();
if (level > 75) {
level = 75;
}
if (level < skinFactor) {
level = skinFactor;
}
}
// setup attack map
setupAttacks();
}
示例2: fillAttributeList
void PetControlDeviceImplementation::fillAttributeList(AttributeListMessage* alm, CreatureObject* object) {
SceneObjectImplementation::fillAttributeList(alm, object);
if (petType == PetManager::DROIDPET) {
alm->insertAttribute("creature_vitality", String::valueOf(vitality) + "/" + String::valueOf(maxVitality));
ManagedReference<DroidObject*> droid = this->controlledObject.get().castTo<DroidObject*>();
if (droid != NULL) {
alm->insertAttribute("challenge_level", droid->getLevel());
alm->insertAttribute("creature_health", droid->getBaseHAM(0));
alm->insertAttribute("creature_action", droid->getBaseHAM(3));
alm->insertAttribute("creature_mind", droid->getBaseHAM(6));
droid->fillAttributeList(alm, object);
}
} else {
ManagedReference<AiAgent*> pet = cast<AiAgent*>(this->controlledObject.get().get());
if (pet != NULL) {
alm->insertAttribute("challenge_level", pet->getLevel());
if (petType == PetManager::CREATUREPET)
alm->insertAttribute("creature_vitality", String::valueOf(vitality) + "/" + String::valueOf(maxVitality));
alm->insertAttribute("creature_health", pet->getBaseHAM(0));
alm->insertAttribute("creature_action", pet->getBaseHAM(3));
alm->insertAttribute("creature_mind", pet->getBaseHAM(6));
int armor = pet->getArmor();
if (armor == 0)
alm->insertAttribute("armor_rating", "None");
else if (armor == 1)
alm->insertAttribute("armor_rating", "Light");
else if (armor == 2)
alm->insertAttribute("armor_rating", "Medium");
else if (armor == 3)
alm->insertAttribute("armor_rating", "Heavy");
if (pet->getKinetic() < 0)
alm->insertAttribute("dna_comp_armor_kinetic", "Vulnerable");
else
alm->insertAttribute("dna_comp_armor_kinetic", pet->getKinetic());
if (pet->getEnergy() < 0)
alm->insertAttribute("dna_comp_armor_energy", "Vulnerable");
else
alm->insertAttribute("dna_comp_armor_energy", pet->getEnergy());
if (pet->getBlast() < 0)
alm->insertAttribute("dna_comp_armor_blast", "Vulnerable");
else
alm->insertAttribute("dna_comp_armor_blast", pet->getBlast());
if (pet->getHeat() < 0)
alm->insertAttribute("dna_comp_armor_heat", "Vulnerable");
else
alm->insertAttribute("dna_comp_armor_heat", pet->getHeat());
if (pet->getCold() < 0)
alm->insertAttribute("dna_comp_armor_cold", "Vulnerable");
else
alm->insertAttribute("dna_comp_armor_cold", pet->getCold());
if (pet->getElectricity() < 0)
alm->insertAttribute("dna_comp_armor_electric", "Vulnerable");
else
alm->insertAttribute("dna_comp_armor_electric", pet->getElectricity());
if (pet->getAcid() < 0)
alm->insertAttribute("dna_comp_armor_acid", "Vulnerable");
else
alm->insertAttribute("dna_comp_armor_acid", pet->getAcid());
if (pet->getStun() < 0)
alm->insertAttribute("dna_comp_armor_stun", "Vulnerable");
else
alm->insertAttribute("dna_comp_armor_stun", pet->getStun());
if (pet->getLightSaber() < 0)
alm->insertAttribute("dna_comp_armor_saber", "Vulnerable");
else
alm->insertAttribute("dna_comp_armor_saber", pet->getLightSaber());
ManagedReference<WeaponObject*> weapon = pet->getWeapon();
if (weapon != NULL){
StringBuffer displayValue;
displayValue << Math::getPrecision(weapon->getAttackSpeed(), 2);
alm->insertAttribute("creature_attack", displayValue);
}
StringBuffer displayValue;
displayValue << Math::getPrecision(pet->getChanceHit(), 2);
alm->insertAttribute("creature_tohit", displayValue);
alm->insertAttribute("creature_damage", String::valueOf(pet->getDamageMin()) + " - " + String::valueOf(pet->getDamageMax()));
if (petType == PetManager::CREATUREPET) {
CreatureAttackMap* attMap = pet->getAttackMap();
if (attMap != NULL && attMap->size() > 0) {
//.........这里部分代码省略.........