本文整理汇总了C++中inventory::amount_of方法的典型用法代码示例。如果您正苦于以下问题:C++ inventory::amount_of方法的具体用法?C++ inventory::amount_of怎么用?C++ inventory::amount_of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inventory
的用法示例。
在下文中一共展示了inventory::amount_of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: abs
std::vector<comp_selection<item_comp>> craft_command::check_item_components_missing(
const inventory &map_inv ) const
{
std::vector<comp_selection<item_comp>> missing;
for( const auto &item_sel : item_selections ) {
itype_id type = item_sel.comp.type;
item_comp component = item_sel.comp;
long count = ( component.count > 0 ) ? component.count * batch_size : abs( component.count );
if( item::count_by_charges( type ) && count > 0 ) {
switch( item_sel.use_from ) {
case use_from_player:
if( !crafter->has_charges( type, count ) ) {
missing.push_back( item_sel );
}
break;
case use_from_map:
if( !map_inv.has_charges( type, count ) ) {
missing.push_back( item_sel );
}
break;
case use_from_both:
if( !( crafter->charges_of( type ) + map_inv.charges_of( type ) >= count ) ) {
missing.push_back( item_sel );
}
break;
case use_from_none:
case cancel:
break;
}
} else {
// Counting by units, not charges.
switch( item_sel.use_from ) {
case use_from_player:
if( !crafter->has_amount( type, count ) ) {
missing.push_back( item_sel );
}
break;
case use_from_map:
if( !map_inv.has_components( type, count ) ) {
missing.push_back( item_sel );
}
break;
case use_from_both:
if( !( crafter->amount_of( type ) + map_inv.amount_of( type ) >= count ) ) {
missing.push_back( item_sel );
}
break;
case use_from_none:
case cancel:
break;
}
}
}
return missing;
}
示例2: abs
/* selection of component if a recipe requirement has multiple options (e.g. 'duct tap' or 'welder') */
comp_selection<item_comp> player::select_item_component( const std::vector<item_comp> &components,
int batch, inventory &map_inv, bool can_cancel )
{
std::vector<item_comp> player_has;
std::vector<item_comp> map_has;
std::vector<item_comp> mixed;
comp_selection<item_comp> selected;
for( const auto &component : components ) {
itype_id type = component.type;
int count = ( component.count > 0 ) ? component.count * batch : abs( component.count );
bool pl = false, mp = false;
if( item::count_by_charges( type ) && count > 0 ) {
if( has_charges( type, count ) ) {
player_has.push_back( component );
pl = true;
}
if( map_inv.has_charges( type, count ) ) {
map_has.push_back( component );
mp = true;
}
if( !pl && !mp && charges_of( type ) + map_inv.charges_of( type ) >= count ) {
mixed.push_back( component );
}
} else { // Counting by units, not charges
if( has_amount( type, count ) ) {
player_has.push_back( component );
pl = true;
}
if( map_inv.has_components( type, count ) ) {
map_has.push_back( component );
mp = true;
}
if( !pl && !mp && amount_of( type ) + map_inv.amount_of( type ) >= count ) {
mixed.push_back( component );
}
}
}
/* select 1 component to use */
if( player_has.size() + map_has.size() + mixed.size() == 1 ) { // Only 1 choice
if( player_has.size() == 1 ) {
selected.use_from = use_from_player;
selected.comp = player_has[0];
} else if( map_has.size() == 1 ) {
selected.use_from = use_from_map;
selected.comp = map_has[0];
} else {
selected.use_from = use_from_both;
selected.comp = mixed[0];
}
} else { // Let the player pick which component they want to use
uimenu cmenu;
// Populate options with the names of the items
for( auto &map_ha : map_has ) {
std::string tmpStr = item::nname( map_ha.type ) + _( " (nearby)" );
cmenu.addentry( tmpStr );
}
for( auto &player_ha : player_has ) {
cmenu.addentry( item::nname( player_ha.type ) );
}
for( auto &elem : mixed ) {
std::string tmpStr = item::nname( elem.type ) + _( " (on person & nearby)" );
cmenu.addentry( tmpStr );
}
// Unlike with tools, it's a bad thing if there aren't any components available
if( cmenu.entries.empty() ) {
if( has_trait( trait_id( "DEBUG_HS" ) ) ) {
selected.use_from = use_from_player;
return selected;
}
debugmsg( "Attempted a recipe with no available components!" );
selected.use_from = cancel;
return selected;
}
if( can_cancel ) {
cmenu.addentry( -1, true, 'q', _( "Cancel" ) );
}
// Get the selection via a menu popup
cmenu.title = _( "Use which component?" );
cmenu.query();
if( cmenu.ret == static_cast<int>( map_has.size() + player_has.size() + mixed.size() ) ) {
selected.use_from = cancel;
return selected;
}
size_t uselection = static_cast<size_t>( cmenu.ret );
if( uselection < map_has.size() ) {
selected.use_from = usage::use_from_map;
selected.comp = map_has[uselection];
//.........这里部分代码省略.........