本文整理汇总了C++中team::tactic_point方法的典型用法代码示例。如果您正苦于以下问题:C++ team::tactic_point方法的具体用法?C++ team::tactic_point怎么用?C++ team::tactic_point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team
的用法示例。
在下文中一共展示了team::tactic_point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: generate_report
//.........这里部分代码省略.........
++unshrouded_villages;
}
str << unshrouded_villages;
} else {
str << map.villages().size();
}
break;
}
case UPKEEP: {
const team_data data = calculate_team_data(viewing_team,current_side);
if (current_side != playing_side)
str << font::GRAY_TEXT;
str << data.expenses << "(" << data.upkeep << ")";
break;
}
case EXPENSES: {
const team_data data = calculate_team_data(viewing_team,current_side);
if (current_side != playing_side)
str << font::GRAY_TEXT;
str << data.expenses;
break;
}
case INCOME: {
team_data data = calculate_team_data(viewing_team, current_side);
if (current_side != playing_side)
str << font::GRAY_TEXT;
else if (data.net_income < 0)
str << font::BAD_TEXT;
str << data.net_income;
break;
}
case TACTIC: {
int tactic_point = viewing_team.tactic_point();
if (current_side != playing_side) {
str << font::GRAY_TEXT;
} else if (tactic_point >= game_config::max_tactic_point) {
str << font::RED_TEXT;
} else if (tactic_point > game_config::max_tactic_point * 2 / 3) {
str << "<255,255,0>";
} else {
str << font::GOOD_TEXT;
}
str << viewing_team.tactic_point();
break;
}
case TERRAIN: {
if(!map.on_board(mouseover) || viewing_team.shrouded(mouseover))
break;
const t_translation::t_terrain terrain = map.get_terrain(mouseover);
if (terrain == t_translation::OFF_MAP_USER)
break;
const t_translation::t_list& underlying = map.underlying_union_terrain(terrain);
if(map.is_village(mouseover)) {
int owner = village_owner(mouseover, teams) + 1;
if(owner == 0 || viewing_team.fogged(mouseover)) {
str << map.get_terrain_info(terrain).income_description();
} else if(owner == current_side) {
str << map.get_terrain_info(terrain).income_description_own();
} else if(viewing_team.is_enemy(owner)) {
str << map.get_terrain_info(terrain).income_description_enemy();
} else {