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C++ RtsGame类代码示例

本文整理汇总了C++中RtsGame的典型用法代码示例。如果您正苦于以下问题:C++ RtsGame类的具体用法?C++ RtsGame怎么用?C++ RtsGame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RtsGame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: FreeResources

void BuildActionEx::FreeResources(RtsGame &game)
{
    if (_builderId != INVALID_TID)
    {
        if (!_buildArea.IsNull() && _buildArea.IsLocked())
        {
            // Special buildings (for example addons) are not associated with build positions so no need to assert in that case.
            _ASSERTE(game.GetEntityType((EntityClassType)_params[PARAM_EntityClassId])->P(TP_IsSpecialBuilding) || !_buildArea.IsNull());
            _buildArea.Unlock(this);
        }

        if (!_requiredResources.IsNull() && _requiredResources.IsLocked())
        {
            _requiredResources.Unlock(this);
        }

        if (_builderId != INVALID_TID)
        {
            GameEntity *pEntity = game.Self()->GetEntity(_builderId);

            if (pEntity && pEntity->IsLocked())
            {
                pEntity->Unlock(this);
            }

            _builderId = INVALID_TID;
        }
    }
}
开发者ID:ogail,项目名称:IStrategizer,代码行数:29,代码来源:BuildActionEx.cpp

示例2: Execute

bool ResearchAction::Execute(RtsGame& game, const WorldClock& p_clock)
{
	// FIXME: because we don't have a goal for Research for now, we can use the action as a goal
	// at the same time, by not issuing the research action if it is already done
	if (game.Self()->TechTree()->ResearchDone((ResearchType)_params[PARAM_ResearchId]))
		return true;

	ResearchType researchType = (ResearchType)_params[PARAM_ResearchId];
	GameEntity *pGameResearcher;
	AbstractAdapter *pAdapter = g_OnlineCaseBasedPlanner->Reasoner()->Adapter();

    bool executed = false;

	// Adapt researcher
	m_researcherId = pAdapter->AdaptBuildingForResearch(researchType);

    if (m_researcherId != INVALID_TID)
    {
        // Issue research order
        pGameResearcher = game.Self()->GetEntity(m_researcherId);
        _ASSERTE(pGameResearcher);

        executed = pGameResearcher->Research(researchType);

        if (executed)
        {
            pGameResearcher->Lock(this);
        }
    }

    return executed;
}
开发者ID:ogail,项目名称:IStrategizer,代码行数:32,代码来源:ResearchAction.cpp

示例3: AliveConditionsSatisfied

//----------------------------------------------------------------------------------------------
bool TrainAction::AliveConditionsSatisfied(RtsGame& game)
{
    bool trainerExist = false;
    bool traineeExist = false;
    bool trainerBusy = false;
    bool traineeBeingTrained = false;
    bool success = false;

    // 1. Trainer building exist
    trainerExist = g_Assist.DoesEntityObjectExist(m_trainerId);

    if (trainerExist)
    {
        if (m_trainStarted)
        {
            // 2. Trainer building is busy or in the training state
            GameEntity* pTrainer = game.Self()->GetEntity(m_trainerId);
            _ASSERTE(pTrainer);
            ObjectStateType trainerState = (ObjectStateType)pTrainer->Attr(EOATTR_State);
            trainerBusy = trainerState == OBJSTATE_Training;
            // 3. The trainee unit object exist, i.e not cancel
            traineeExist = g_Assist.DoesEntityObjectExist(m_traineeId);

            if (traineeExist && !trainerBusy)
            {
                success = true;
            }
            else if (trainerBusy)
            {
                if (traineeExist)
                {
                    // 4. Trainee is still being trained
                    GameEntity* pTrainee = game.Self()->GetEntity(m_traineeId);
                    _ASSERTE(pTrainee);
                    ObjectStateType traineeState = (ObjectStateType)pTrainee->Attr(EOATTR_State);
                    traineeBeingTrained = traineeState == OBJSTATE_BeingConstructed;

                    if (traineeBeingTrained || traineeState == OBJSTATE_Idle)
                        success = true;
                }
            }
        }
        else
        {
            success = true;
        }
    }
    else
    {
        ConditionEx* failedCondition = new EntityClassExist(PLAYER_Self, m_trainerType, 1);
        m_history.Add(ESTATE_Failed, failedCondition);
    }

    return success;
}
开发者ID:raptoravis,项目名称:IStrategizer,代码行数:56,代码来源:TrainAction.cpp

示例4: OnFailure

//----------------------------------------------------------------------------------------------
void AttackEntityAction::OnFailure(RtsGame& game, const WorldClock& p_clock)
{
    GameEntity* pAttacker = game.Self()->GetEntity(m_attackerId);

    if (pAttacker && pAttacker->IsLocked() && pAttacker->Owner() == this)
        pAttacker->Unlock(this);
}
开发者ID:ogail,项目名称:IStrategizer,代码行数:8,代码来源:AttackEntityAction.cpp

示例5: SuccessConditionsSatisfied

//----------------------------------------------------------------------------------------------
bool TrainAction::SuccessConditionsSatisfied(RtsGame& game)
{
    bool success = false;
    bool traineeBeingTrained = false;

    if (m_trainStarted)
    {
        // 1. Trainee unit object exist
        bool traineeExist = g_Assist.DoesEntityObjectExist(m_traineeId);

        if (traineeExist)
        {
            // 2. Trainee is ready and no more being constructed
            GameEntity* pTrainee = game.Self()->GetEntity(m_traineeId);
            _ASSERTE(pTrainee);
            ObjectStateType traineeState = (ObjectStateType)pTrainee->Attr(EOATTR_State);
            traineeBeingTrained = traineeState == OBJSTATE_BeingConstructed;

            if (!traineeBeingTrained)
            {
                LogInfo("Action %s succeeded to train trainee=%d from trainer=%d", ToString().c_str(), m_traineeId, m_trainerId);
                success = true;
            }
        }
    }

    return success;
}
开发者ID:raptoravis,项目名称:IStrategizer,代码行数:29,代码来源:TrainAction.cpp

示例6: Execute

//----------------------------------------------------------------------------------------------
bool AttackEntityAction::Execute(RtsGame& game, const WorldClock& p_clock)
{
    EntityClassType attackerType = (EntityClassType)_params[PARAM_EntityClassId];
    EntityClassType targetType = (EntityClassType)_params[PARAM_TargetEntityClassId];
    AbstractAdapter *pAdapter = g_OnlineCaseBasedPlanner->Reasoner()->Adapter();
    bool executed = false;

    // Adapt attacker
    m_attackerId = pAdapter->GetEntityObjectId(attackerType,AdapterEx::AttackerStatesRank);

    if (m_attackerId != INVALID_TID)
    {
        m_targetId = pAdapter->AdaptTargetEntity(targetType, Parameters());

        if (m_targetId != INVALID_TID)
        {
            GameEntity* pAttacker = game.Self()->GetEntity(m_attackerId);
            _ASSERTE(pAttacker);

            pAttacker->Lock(this);
            executed = pAttacker->AttackEntity(m_targetId);
        }
    }

    return executed;
}
开发者ID:ogail,项目名称:IStrategizer,代码行数:27,代码来源:AttackEntityAction.cpp

示例7: HandleMessage

void BuildActionEx::HandleMessage(RtsGame& game, Message* p_msg, bool& p_consumed)
{
    if(PlanStepEx::State() == ESTATE_Executing && p_msg->MessageTypeID() == MSG_EntityCreate) 
    {
        EntityCreateMessage* pMsg = static_cast<EntityCreateMessage*>(p_msg);
        TID buildingId;
        GameEntity *pGameBuilding;
        Vector2 msgBuildPosition;

        if (pMsg->Data()->OwnerId != PLAYER_Self)
            return;

        assert(pMsg && pMsg->Data());
        buildingId = pMsg->Data()->EntityId;

        pGameBuilding = game.Self()->GetEntity(buildingId);
        assert(pGameBuilding);

        msgBuildPosition.X = pMsg->Data()->X;
        msgBuildPosition.Y = pMsg->Data()->Y;

        if (msgBuildPosition.X == _buildArea.Pos().X &&
            msgBuildPosition.Y == _buildArea.Pos().Y &&
            pGameBuilding->Type() == _params[PARAM_EntityClassId])
        {
            _buildingId = pGameBuilding->Id();
            _buildStarted = true;
            assert(!_requiredResources.IsNull());
            _requiredResources.Unlock(this);
        }
    }
}
开发者ID:oenayet,项目名称:IStrategizer,代码行数:32,代码来源:BuildActionEx.cpp

示例8: Execute

bool BuildActionEx::Execute(RtsGame& game, const WorldClock& p_clock)
{
    EntityClassType buildingType = (EntityClassType)_params[PARAM_EntityClassId];
    GameEntity *pGameBuilder;
    AbstractAdapter *pAdapter = g_OnlineCaseBasedPlanner->Reasoner()->Adapter();
    bool bOk = false;

    //// Adapt builder
    //_builderId = pAdapter->AdaptBuilder(buildingType, true);
    //// Adapt build position
    //_buildArea = pAdapter->AdaptPositionForBuilding(buildingType);

    // Adapt builder
    // Adapt build position
    auto adaptedParams = pAdapter->AdaptBuilderAndPosition(buildingType, true);
    _builderId = adaptedParams.first;
    _buildArea = adaptedParams.second;

    if (_builderId != INVALID_TID)
    {
        // Initialize build state
        _buildStarted = false;

        // Issue build order
        pGameBuilder = game.Self()->GetEntity(_builderId);

        LogInfo("Builder=%s was selected to execute build", pGameBuilder->ToString().c_str());

        pGameBuilder->Lock(this);

        // Special buildings (for example addons) are not associated with build positions so no need to assert in that case.
        if (!game.GetEntityType(buildingType)->P(TP_IsSpecialBuilding))
        {
            _ASSERTE(!_buildArea.IsNull());
            _buildArea.Lock(this);
        }

        _ASSERTE(!_requiredResources.IsNull());
        _requiredResources.Lock(this);
        bOk = pGameBuilder->Build(buildingType, _buildArea.Pos());

        if (bOk)
            _buildIssued = true;
    }

    return bOk;
}
开发者ID:ogail,项目名称:IStrategizer,代码行数:47,代码来源:BuildActionEx.cpp

示例9: Evaluate

bool ResearchDone::Evaluate(RtsGame& game)
{
   _isSatisfied = game.GetPlayer((PlayerType)m_params[PARAM_PlayerId])->TechTree()->ResearchDone((ResearchType)m_params[PARAM_ResearchId]);

    _isEvaluated = true;

    return _isEvaluated && _isSatisfied;
}
开发者ID:RtsAiResearch,项目名称:IStrategizer,代码行数:8,代码来源:ResearchDone.cpp

示例10: SuccessConditionsSatisfied

//----------------------------------------------------------------------------------------------
bool WinGameGoal::SuccessConditionsSatisfied(RtsGame& game)
{
    EntityList enemyEntities;
    game.Enemy()->Entities(enemyEntities);

    // All enemy units are destroyed, win game!
    return enemyEntities.empty();
}
开发者ID:mabdelmonemali,项目名称:IStrategizer,代码行数:9,代码来源:WinGameGoal.cpp

示例11: SuccessConditionsSatisfied

//----------------------------------------------------------------------------------------------
bool AttackGroundAction::SuccessConditionsSatisfied(RtsGame& game)
{
    _ASSERTE(PlanStepEx::GetState() == ESTATE_Executing);

    GameEntity* pGameAttacker = game.Self()->GetEntity(_attackerId);
    _ASSERTE(pGameAttacker);
    ObjectStateType attackerState = (ObjectStateType)pGameAttacker->P(OP_State);
    return (attackerState == OBJSTATE_Attacking) || (attackerState == OBJSTATE_UnderAttack);
}
开发者ID:ogail,项目名称:IStrategizer,代码行数:10,代码来源:AttackGroundAction.cpp

示例12: CellFeature

//---------------------------------------------------------------------------
bool EntityClassNearArea::Evaluate(RtsGame& pRtsGame)
{
    vector<TID> entityIds;
    pRtsGame.Self()->Entities((EntityClassType)_conditionParameters[PARAM_EntityClassId], entityIds);
    Vector2 position = Vector2::Null();
    
    ConditionEx::Evaluate(pRtsGame);
    for (size_t i = 0; i < entityIds.size(); ++i)
    {
        position = pRtsGame.Map()->GetNearestCell(new CellFeature(_conditionParameters));

        if (!position.IsNull())
        {
            _isSatisfied = true;
            break;
        }
    }

    return _isEvaluated && _isSatisfied;
}
开发者ID:amrmahdi,项目名称:IStrategizer,代码行数:21,代码来源:EntityClassNearArea.cpp

示例13: HandleMessage

//----------------------------------------------------------------------------------------------
void TrainAction::HandleMessage(RtsGame& game, Message* pMsg, bool& consumed)
{
    if (PlanStepEx::State() == ESTATE_Executing && pMsg->MessageTypeID() == MSG_EntityCreate)
    {
        EntityCreateMessage* pEntityMsg = static_cast<EntityCreateMessage*>(pMsg);
        _ASSERTE(pEntityMsg && pEntityMsg->Data());

        if (pEntityMsg->Data()->OwnerId != PLAYER_Self)
            return;

        TID entityId = pEntityMsg->Data()->EntityId;
        GameEntity *pEntity = game.Self()->GetEntity(entityId);
        _ASSERTE(pEntity);

        // We are interested only in free trainees that have not been locked before
        if (!m_trainStarted &&
			m_traineeId == INVALID_TID &&
			pEntity->Type() == _params[PARAM_EntityClassId] &&
            !pEntity->IsLocked())
        {
            // Check if the trainer is training that entity
            GameEntity* pTrainer = game.Self()->GetEntity(m_trainerId);
            _ASSERTE(pTrainer);

            if (pTrainer->IsTraining(entityId))
            {
                m_trainStarted = true;
                m_traineeId = entityId;

                m_pTrainee = pEntity;

                // Lock that trainee and bound it to this action because if we don't
                // other ready actions in the same update cycle will receive the same message
                // and they may bind to the same trainee
                pEntity->Lock(this);
                consumed = true;
                LogInfo("Action %s has bound trainee=%d to trainer=%d", ToString().c_str(), m_traineeId, m_trainerId);
            }
        }
    }
}
开发者ID:raptoravis,项目名称:IStrategizer,代码行数:42,代码来源:TrainAction.cpp

示例14: ExecuteAux

bool BuildActionEx::ExecuteAux(RtsGame& game, const WorldClock& p_clock)
{
    EntityClassType buildingType;
    GameEntity *pGameBuilder;
    AbstractAdapter *pAdapter = g_OnlineCaseBasedPlanner->Reasoner()->Adapter();
    bool bOk = false;

    // Adapt builder
    _builderId = pAdapter->GetEntityObjectId(game.Self()->GetWorkerType(),AdapterEx::WorkerStatesRankVector);

    if (_builderId != INVALID_TID)
    {

        buildingType = (EntityClassType)_params[PARAM_EntityClassId];

        // Initialize build state
        _buildStarted = false;

        // Adapt build position
        assert(pAdapter);
        _buildArea = pAdapter->AdaptPositionForBuilding(buildingType);

        // Issue build order
        pGameBuilder = game.Self()->GetEntity(_builderId);
        assert(pGameBuilder);

        bOk = pGameBuilder->Build(buildingType, _buildArea.Pos());

        if (bOk)
        {
            _buildIssued = true;
            pGameBuilder->Lock(this);
            assert(!_buildArea.IsNull());
            _buildArea.Lock(this);
            assert(!_requiredResources.IsNull());
            _requiredResources.Lock(this);
        }
    }

    return bOk;
}
开发者ID:oenayet,项目名称:IStrategizer,代码行数:41,代码来源:BuildActionEx.cpp

示例15: FreeResources

void ResearchAction::FreeResources(RtsGame& game)
{
    if (m_researcherId != INVALID_TID)
    {
        GameEntity* pResearcher = game.Self()->GetEntity(m_researcherId);

        if (pResearcher && pResearcher->IsLocked())
            pResearcher->Unlock(this);

        m_researcherId = INVALID_TID;
    }
}
开发者ID:ogail,项目名称:IStrategizer,代码行数:12,代码来源:ResearchAction.cpp


注:本文中的RtsGame类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。