当前位置: 首页>>代码示例>>C++>>正文


C++ TGoalVec::push_back方法代码示例

本文整理汇总了C++中TGoalVec::push_back方法的典型用法代码示例。如果您正苦于以下问题:C++ TGoalVec::push_back方法的具体用法?C++ TGoalVec::push_back怎么用?C++ TGoalVec::push_back使用的例子?那么恭喜您, 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TGoalVec的用法示例。


在下文中一共展示了TGoalVec::push_back方法的10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: missionResources

TGoalVec CompleteQuest::missionResources() const
{
	TGoalVec solutions;

	auto heroes = cb->getHeroesInfo(); //TODO: choose best / free hero from among many possibilities?

	if(heroes.size())
	{
		if(q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
		{
			return ai->ah->howToVisitObj(q.obj);
		}
		else
		{
			for(int i = 0; i < q.quest->m7resources.size(); ++i)
			{
				if(q.quest->m7resources[i])
					solutions.push_back(sptr(CollectRes(i, q.quest->m7resources[i])));
			}
		}
	}
	else
	{
		solutions.push_back(sptr(Goals::RecruitHero())); //FIXME: checkQuest requires any hero belonging to player :(
	}

	return solutions;
}
开发者ID:vcmi,项目名称:vcmi,代码行数:28,代码来源:CompleteQuest.cpp

示例2: getAllPossibleSubgoals

TGoalVec VisitTile::getAllPossibleSubgoals()
{
	assert(cb->isInTheMap(tile));

	TGoalVec ret;
	if (!cb->isVisible(tile))
		ret.push_back (sptr(Goals::Explore())); //what sense does it make?
	else
	{
		std::vector<const CGHeroInstance *> heroes;
		if (hero)
			heroes.push_back(hero.h); //use assigned hero if any
		else
			heroes = cb->getHeroesInfo(); //use most convenient hero

		for (auto h : heroes)
		{
			if (ai->isAccessibleForHero(tile, h))
				ret.push_back (sptr(Goals::VisitTile(tile).sethero(h)));
		}
		if (ai->canRecruitAnyHero())
			ret.push_back (sptr(Goals::RecruitHero()));
	}
	if (ret.empty())
	{
		auto obj = frontOrNull(cb->getVisitableObjs(tile));
		if (obj && obj->ID == Obj::HERO && obj->tempOwner == ai->playerID) //our own hero stands on that tile
			ret.push_back (sptr(Goals::VisitTile(tile).sethero(dynamic_cast<const CGHeroInstance *>(obj)).setisElementar(true)));
		else
			ret.push_back (sptr(Goals::ClearWayTo(tile)));
	}

	//important - at least one sub-goal must handle case which is impossible to fulfill (unreachable tile)
	return ret;
}
开发者ID:szpak,项目名称:vcmi,代码行数:35,代码来源:Goals.cpp

示例3: getAllPossibleSubgoals

TGoalVec ClearWayTo::getAllPossibleSubgoals()
{
	TGoalVec ret;
	for (auto h : cb->getHeroesInfo())
	{
		if ((hero && hero->visitablePos() == tile && hero == *h) || //we can't free the way ourselves
			h->visitablePos() == tile) //we are already on that tile! what does it mean?
			continue;

		SectorMap sm(h);

		int3 tileToHit = sm.firstTileToGet(hero ? hero : h, tile);
		//if our hero is trapped, make sure we request clearing the way from OUR perspective
		if (!tileToHit.valid())
			continue;

		if (isBlockedBorderGate(tileToHit))
		{	//FIXME: this way we'll not visit gate and activate quest :?
			ret.push_back  (sptr (Goals::FindObj (Obj::KEYMASTER, cb->getTile(tileToHit)->visitableObjects.back()->subID)));
		}

		auto topObj = cb->getTopObj(tileToHit);
		if(topObj)
		{
			if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
				if (topObj != hero.get(true)) //the hero we wnat to free
					logAi->errorStream() << boost::format("%s stands in the way of %s") % topObj->getHoverText()  % h->getHoverText();
			if (topObj->ID == Obj::QUEST_GUARD || topObj->ID == Obj::BORDERGUARD)
			{
				if (shouldVisit(h, topObj))
				{
					//do NOT use VISIT_TILE, as tile with quets guard can't be visited
					ret.push_back (sptr (Goals::GetObj(topObj->id.getNum()).sethero(h)));
				}
				else
				{
					//TODO: we should be able to return apriopriate quest here (VCAI::striveToQuest)
					logAi->debugStream() << "Quest guard blocks the way to " + tile();
				}
			}
		}
		else
			ret.push_back (sptr (Goals::VisitTile(tileToHit).sethero(h)));
	}
	if (ai->canRecruitAnyHero())
		ret.push_back (sptr (Goals::RecruitHero()));

	if (ret.empty())
	{
		logAi->warnStream() << "There is no known way to clear the way to tile " + tile();
		throw goalFulfilledException (sptr(*this)); //make sure asigned hero gets unlocked
	}

	return ret;
}
开发者ID:wwwhhhyyy,项目名称:vcmi,代码行数:55,代码来源:Goals.cpp

示例4: getAllPossibleSubgoals

TGoalVec Build::getAllPossibleSubgoals()
{
	TGoalVec ret;

	for(const CGTownInstance * t : cb->getTownsInfo())
	{
		//start fresh with every town
		ai->ah->getBuildingOptions(t);
		auto immediateBuilding = ai->ah->immediateBuilding();
		auto expensiveBuilding = ai->ah->expensiveBuilding();

		//handling for early town development to save money and focus on income
		if(!t->hasBuilt(ai->ah->getMaxPossibleGoldBuilding(t)) && expensiveBuilding.is_initialized())
		{
			auto potentialBuilding = expensiveBuilding.get();
			switch(expensiveBuilding.get().bid)
			{
			case BuildingID::TOWN_HALL:
			case BuildingID::CITY_HALL:
			case BuildingID::CAPITOL:
			case BuildingID::FORT:
			case BuildingID::CITADEL:
			case BuildingID::CASTLE:
				//If above buildings are next to be bought, but no money... do not buy anything else, try to gather resources for these. Simple but has to suffice for now.
				auto goal = ai->ah->whatToDo(potentialBuilding.price, sptr(BuildThis(potentialBuilding.bid, t).setpriority(2.25)));
				ret.push_back(goal);
				return ret;
				break;
			}
		}

		if(immediateBuilding.is_initialized())
		{
			ret.push_back(sptr(BuildThis(immediateBuilding.get().bid, t).setpriority(2))); //prioritize buildings we can build quick
		}
		else //try build later
		{
			if(expensiveBuilding.is_initialized())
			{
				auto potentialBuilding = expensiveBuilding.get(); //gather resources for any we can't afford
				auto goal = ai->ah->whatToDo(potentialBuilding.price, sptr(BuildThis(potentialBuilding.bid, t).setpriority(0.5)));
				ret.push_back(goal);
			}
		}
	}

	if(ret.empty())
		throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
	else
		return ret;
}
开发者ID:vcmi,项目名称:vcmi,代码行数:51,代码来源:Build.cpp

示例5: missionDestroyObj

TGoalVec CompleteQuest::missionDestroyObj() const
{
	TGoalVec solutions;

	auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);

	if(!obj)
		return ai->ah->howToVisitObj(q.obj);

	if(obj->ID == Obj::HERO)
	{
		auto relations = cb->getPlayerRelations(ai->playerID, obj->tempOwner);

		if(relations == PlayerRelations::SAME_PLAYER)
		{
			auto heroToProtect = cb->getHero(obj->id);

			solutions.push_back(sptr(GatherArmy().sethero(heroToProtect)));
		}
		else if(relations == PlayerRelations::ENEMIES)
		{
			solutions = ai->ah->howToVisitObj(obj);
		}
	}

	return solutions;
}
开发者ID:vcmi,项目名称:vcmi,代码行数:27,代码来源:CompleteQuest.cpp

示例6: missionKeymaster

TGoalVec CompleteQuest::missionKeymaster() const
{
	TGoalVec solutions = tryCompleteQuest();

	if(solutions.empty())
	{
		solutions.push_back(sptr(Goals::FindObj(Obj::KEYMASTER, q.obj->subID)));
	}

	return solutions;
}
开发者ID:vcmi,项目名称:vcmi,代码行数:11,代码来源:CompleteQuest.cpp

示例7: missionHero

TGoalVec CompleteQuest::missionHero() const
{
	TGoalVec solutions = tryCompleteQuest();

	if(solutions.empty())
	{
		//rule of a thumb - quest heroes usually are locked in prisons
		solutions.push_back(sptr(FindObj(Obj::PRISON)));
	}

	return solutions;
}
开发者ID:vcmi,项目名称:vcmi,代码行数:12,代码来源:CompleteQuest.cpp

示例8: missionArt

TGoalVec CompleteQuest::missionArt() const
{
	TGoalVec solutions = tryCompleteQuest();

	if(!solutions.empty())
		return solutions;

	for(auto art : q.quest->m5arts)
	{
		solutions.push_back(sptr(GetArtOfType(art))); //TODO: transport?
	}

	return solutions;
}
开发者ID:vcmi,项目名称:vcmi,代码行数:14,代码来源:CompleteQuest.cpp

示例9: missionArmy

TGoalVec CompleteQuest::missionArmy() const
{
	TGoalVec solutions = tryCompleteQuest();

	if(!solutions.empty())
		return solutions;

	for(auto creature : q.quest->m6creatures)
	{
		solutions.push_back(sptr(GatherTroops(creature.type->idNumber, creature.count)));
	}

	return solutions;
}
开发者ID:vcmi,项目名称:vcmi,代码行数:14,代码来源:CompleteQuest.cpp

示例10: getAllPossibleSubgoals

TGoalVec GatherArmy::getAllPossibleSubgoals()
{
	//get all possible towns, heroes and dwellings we may use
	TGoalVec ret;

	if(!hero.validAndSet())
	{
		return ret;
	}

	//TODO: include evaluation of monsters gather in calculation
	for(auto t : cb->getTownsInfo())
	{
		auto waysToVisit = ai->ah->howToVisitObj(hero, t);

		if(waysToVisit.size())
		{
			//grab army from town
			if(!t->visitingHero && howManyReinforcementsCanGet(hero.get(), t))
			{
				if(!vstd::contains(ai->townVisitsThisWeek[hero], t))
					vstd::concatenate(ret, waysToVisit);
			}

			//buy army in town
			if (!t->visitingHero || t->visitingHero == hero.get(true))
			{
				std::vector<int> values = {
					value,
					(int)howManyReinforcementsCanBuy(t->getUpperArmy(), t),
					(int)howManyReinforcementsCanBuy(hero.get(), t) };

				int val = *std::min_element(values.begin(), values.end());

				if (val)
				{
					auto goal = sptr(BuyArmy(t, val).sethero(hero));

					if(!ai->ah->containsObjective(goal)) //avoid loops caused by reserving same objective twice
						ret.push_back(goal);
					else
						logAi->debug("Can not buy army, because of ai->ah->containsObjective");
				}
			}
			//build dwelling
			//TODO: plan building over multiple turns?
			//auto bid = ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK));

			//Do not use below code for now, rely on generic Build. Code below needs to know a lot of town/resource context to do more good than harm
			/*auto bid = ai->ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 1);
			if (bid.is_initialized())
			{
				auto goal = sptr(BuildThis(bid.get(), t).setpriority(priority));
				if (!ai->ah->containsObjective(goal)) //avoid loops caused by reserving same objective twice
					ret.push_back(goal);
				else
					logAi->debug("Can not build a structure, because of ai->ah->containsObjective");
			}*/
		}
	}

	auto otherHeroes = cb->getHeroesInfo();
	auto heroDummy = hero;
	vstd::erase_if(otherHeroes, [heroDummy](const CGHeroInstance * h)
	{
		if(h == heroDummy.h)
			return true;
		else if(!ai->isAccessibleForHero(heroDummy->visitablePos(), h, true))
			return true;
		else if(!ai->canGetArmy(heroDummy.h, h)) //TODO: return actual aiValue
			return true;
		else if(ai->getGoal(h)->goalType == GATHER_ARMY)
			return true;
		else
		   return false;
	});

	for(auto h : otherHeroes)
	{
		// Go to the other hero if we are faster
		if(!vstd::contains(ai->visitedHeroes[hero], h))
		{
			vstd::concatenate(ret, ai->ah->howToVisitObj(hero, h));
		}

		// Go to the other hero if we are faster
		if(!vstd::contains(ai->visitedHeroes[h], hero))
		{
			vstd::concatenate(ret, ai->ah->howToVisitObj(h, hero.get()));
		}
	}

	std::vector<const CGObjectInstance *> objs;
	for(auto obj : ai->visitableObjs)
	{
		if(obj->ID == Obj::CREATURE_GENERATOR1)
		{
			auto relationToOwner = cb->getPlayerRelations(obj->getOwner(), ai->playerID);

			//Use flagged dwellings only when there are available creatures that we can afford
//.........这里部分代码省略.........
开发者ID:vcmi,项目名称:vcmi,代码行数:101,代码来源:GatherArmy.cpp


注:本文中的TGoalVec::push_back方法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。