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C++ WorldMap::CalcPath方法代码示例

本文整理汇总了C++中WorldMap::CalcPath方法的典型用法代码示例。如果您正苦于以下问题:C++ WorldMap::CalcPath方法的具体用法?C++ WorldMap::CalcPath怎么用?C++ WorldMap::CalcPath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WorldMap的用法示例。


在下文中一共展示了WorldMap::CalcPath方法的1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: EvalIndustrial

double EvalBuildingScript::EvalIndustrial( bool debugLog )
{
	Chit* building = ParentChit();

	int hitB = 0, hitIBuilding = 0, hitNBuilding = 0, hitWater = 0, hitPlant = 0, hitRock = 0, hitWaterfall = 0;
	int hitShrub = 0;	// doesn't terminate a ray.


	if (lastEval == 0 || (Context()->chitBag->AbsTime() - lastEval) > 2000) {
		lastEval = Context()->chitBag->AbsTime();

		GameItem* item = building->GetItem();
		GLASSERT(item);
		reachable = true;

		IString consume = item->keyValues.GetIString(ISC::zone);
		if (consume.empty()) {
			eval = 0;
			return eval;
		}
		MapSpatialComponent* msc = GET_SUB_COMPONENT(building, SpatialComponent, MapSpatialComponent);
		GLASSERT(msc);
		if (!msc) {
			eval = 0;
			return eval;
		}
		Rectangle2I porch = msc->PorchPos();

		static const int RAD = 4;

		Rectangle2I bounds = porch;
		if (porch.min.x == 0) {	// shouldn't happen, but be sure.
			GLASSERT(0);
			eval = 0;
			return eval;	
		}

		bounds.Outset(RAD);
		Vector2I sector = ToSector(building->Position());

		WorldMap* worldMap = Context()->worldMap;
		Rectangle2I mapBounds = worldMap->Bounds();
		if (!mapBounds.Contains(bounds)) {
			eval = 0;
			return eval;	// not worth dealing with edge of world
		}

		// Check if we can go from the core to the porch.
		// And make sure the core is inUse!
		CoreScript* cs = CoreScript::GetCore(ToSector(porch.min));
		if (!cs || !cs->InUse())
			reachable = false;
		if (reachable) {
			const SectorData& sd = worldMap->GetSectorData(ToSector(porch.min));
			reachable = worldMap->CalcPath(ToWorld2F(sd.core), ToWorld2F(porch.min), 0, 0, false);
		}

		CChitArray arr;
		BuildingFilter buildingFilter;

		const FluidSim* fluidSim = Context()->physicsSims->GetFluidSim(sector);
		bool hasWaterfalls = fluidSim->NumWaterfalls() > 0;

		LumosChitBag* chitBag = Context()->chitBag;
		Rectangle2IEdgeIterator it(bounds);

		while (!it.Done()) {
			Vector2I pos = { it.Pos().x >= porch.max.x ? porch.max.x : porch.min.x,
							 it.Pos().y >= porch.max.y ? porch.max.y : porch.min.y };

			LineWalk walk(pos.x, pos.y, it.Pos().x, it.Pos().y);
			walk.Step();	// ignore where we are standing.

			while ( !walk.Done() ) {	// non-intuitive iterator. See linewalk docs.
				// - building
				// - plant
				// - ice
				// - rock
				// - waterfall
				// - water

				// Buildings. Can be 2x2. Extend out beyond current check.
				bool hitBuilding = false;
				Vector2I p = walk.P();
				// Don't count self as a hit, but stops the ray cast.
				// Also, use a larger radius because buildings can be 2x2
				chitBag->QuerySpatialHash(&arr, ToWorld2F(p), 0.8f, 0, &buildingFilter);
				for (int i = 0; i < arr.Size(); ++i) {
					if (arr[i] != building) {
						MapSpatialComponent* buildingMSC = GET_SUB_COMPONENT(arr[i], SpatialComponent, MapSpatialComponent);
						GLASSERT(buildingMSC);
						if (buildingMSC->Bounds().Contains(p)) {
							hitBuilding = true;
							double thisSys = arr[i]->GetItem()->GetBuildingIndustrial();

							hitB++;
							if (thisSys <= -0.5) hitNBuilding++;
							if (thisSys >= 0.5)  hitIBuilding++;

							break;
//.........这里部分代码省略.........
开发者ID:csioza,项目名称:alteraorbis,代码行数:101,代码来源:evalbuildingscript.cpp


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