本文整理汇总了C++中unit::attacks方法的典型用法代码示例。如果您正苦于以下问题:C++ unit::attacks方法的具体用法?C++ unit::attacks怎么用?C++ unit::attacks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unit
的用法示例。
在下文中一共展示了unit::attacks方法的7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: find_if
static attack_itors::iterator get_attack_iter(unit& u, attack_ptr atk)
{
// This is slightly inefficient since it walks the attack list a second time...
return std::find_if(u.attacks().begin(), u.attacks().end(), [&atk](const attack_type& atk2) {
return &atk2 == atk;
});
}
示例2: cth_effects
battle_context_unit_stats::battle_context_unit_stats(const unit &u,
const map_location& u_loc, int u_attack_num, bool attacking,
const unit &opp, const map_location& opp_loc,
const attack_type *opp_weapon, const unit_map& units) :
weapon(NULL),
attack_num(u_attack_num),
is_attacker(attacking),
is_poisoned(u.get_state(unit::STATE_POISONED)),
is_slowed(u.get_state(unit::STATE_SLOWED)),
slows(false),
drains(false),
petrifies(false),
plagues(false),
poisons(false),
backstab_pos(false),
swarm(false),
firststrike(false),
experience(u.experience()),
max_experience(u.max_experience()),
level(u.level()),
rounds(1),
hp(0),
max_hp(u.max_hitpoints()),
chance_to_hit(0),
damage(0),
slow_damage(0),
drain_percent(0),
drain_constant(0),
num_blows(0),
swarm_min(0),
swarm_max(0),
plague_type()
{
// Get the current state of the unit.
if (attack_num >= 0) {
weapon = &u.attacks()[attack_num];
}
if(u.hitpoints() < 0) {
LOG_CF << "Unit with " << u.hitpoints() << " hitpoints found, set to 0 for damage calculations\n";
hp = 0;
} else if(u.hitpoints() > u.max_hitpoints()) {
// If a unit has more hp than its maximum, the engine will fail
// with an assertion failure due to accessing the prob_matrix
// out of bounds.
hp = u.max_hitpoints();
} else {
hp = u.hitpoints();
}
// Get the weapon characteristics, if any.
if (weapon) {
weapon->set_specials_context(u_loc, opp_loc, attacking, opp_weapon);
if (opp_weapon)
opp_weapon->set_specials_context(opp_loc, u_loc, !attacking, weapon);
slows = weapon->get_special_bool("slow");
drains = !opp.get_state("undrainable") && weapon->get_special_bool("drains");
petrifies = weapon->get_special_bool("petrifies");
poisons = !opp.get_state("unpoisonable") && weapon->get_special_bool("poison") && !opp.get_state(unit::STATE_POISONED);
backstab_pos = is_attacker && backstab_check(u_loc, opp_loc, units, *resources::teams);
rounds = weapon->get_specials("berserk").highest("value", 1).first;
firststrike = weapon->get_special_bool("firststrike");
// Handle plague.
unit_ability_list plague_specials = weapon->get_specials("plague");
plagues = !opp.get_state("unplagueable") && !plague_specials.empty() &&
strcmp(opp.undead_variation().c_str(), "null") && !resources::game_map->is_village(opp_loc);
if (plagues) {
plague_type = (*plague_specials.front().first)["type"].str();
if (plague_type.empty())
plague_type = u.type().base_id();
}
// Compute chance to hit.
chance_to_hit = opp.defense_modifier(
resources::game_map->get_terrain(opp_loc)) + weapon->accuracy() -
(opp_weapon ? opp_weapon->parry() : 0);
if(chance_to_hit > 100) {
chance_to_hit = 100;
}
unit_ability_list cth_specials = weapon->get_specials("chance_to_hit");
unit_abilities::effect cth_effects(cth_specials, chance_to_hit, backstab_pos);
chance_to_hit = cth_effects.get_composite_value();
// Compute base damage done with the weapon.
int base_damage = weapon->modified_damage(backstab_pos);
// Get the damage multiplier applied to the base damage of the weapon.
int damage_multiplier = 100;
// Time of day bonus.
damage_multiplier += combat_modifier(u_loc, u.alignment(), u.is_fearless());
// Leadership bonus.
int leader_bonus = 0;
if (under_leadership(units, u_loc, &leader_bonus).valid())
damage_multiplier += leader_bonus;
// Resistance modifier.
damage_multiplier *= opp.damage_from(*weapon, !attacking, opp_loc);
// Compute both the normal and slowed damage.
//.........这里部分代码省略.........
示例3: choose_defender_weapon
/** @todo FIXME: Hand previous defender unit in here. */
int battle_context::choose_defender_weapon(const unit &attacker,
const unit &defender, unsigned attacker_weapon, const unit_map& units,
const map_location& attacker_loc, const map_location& defender_loc,
const combatant *prev_def)
{
VALIDATE(attacker_weapon < attacker.attacks().size(),
_("An invalid attacker weapon got selected."));
const attack_type &att = attacker.attacks()[attacker_weapon];
std::vector<unsigned int> choices;
// What options does defender have?
unsigned int i;
for (i = 0; i < defender.attacks().size(); ++i) {
const attack_type &def = defender.attacks()[i];
if (def.range() == att.range() && def.defense_weight() > 0) {
choices.push_back(i);
}
}
if (choices.empty())
return -1;
if (choices.size() == 1)
return choices[0];
// Multiple options:
// First pass : get the best weight and the minimum simple rating for this weight.
// simple rating = number of blows * damage per blows (resistance taken in account) * cth * weight
// Elligible attacks for defense should have a simple rating greater or equal to this weight.
double max_weight = 0.0;
int min_rating = 0;
for (i = 0; i < choices.size(); ++i) {
const attack_type &def = defender.attacks()[choices[i]];
if (def.defense_weight() >= max_weight) {
max_weight = def.defense_weight();
const battle_context_unit_stats def_stats(defender, defender_loc,
choices[i], false, attacker, attacker_loc, &att, units);
int rating = static_cast<int>(def_stats.num_blows * def_stats.damage *
def_stats.chance_to_hit * def.defense_weight());
if (def.defense_weight() > max_weight || rating < min_rating ) {
min_rating = rating;
}
}
}
// Multiple options: simulate them, save best.
for (i = 0; i < choices.size(); ++i) {
const attack_type &def = defender.attacks()[choices[i]];
battle_context_unit_stats *att_stats = new battle_context_unit_stats(attacker, attacker_loc, attacker_weapon,
true, defender, defender_loc, &def, units);
battle_context_unit_stats *def_stats = new battle_context_unit_stats(defender, defender_loc, choices[i], false,
attacker, attacker_loc, &att, units);
combatant *att_comb = new combatant(*att_stats);
combatant *def_comb = new combatant(*def_stats, prev_def);
att_comb->fight(*def_comb);
int simple_rating = static_cast<int>(def_stats->num_blows *
def_stats->damage * def_stats->chance_to_hit * def.defense_weight());
if (simple_rating >= min_rating &&
( !attacker_combatant_ || better_combat(*def_comb, *att_comb, *defender_combatant_, *attacker_combatant_, 1.0) )
) {
delete attacker_combatant_;
delete defender_combatant_;
delete attacker_stats_;
delete defender_stats_;
attacker_combatant_ = att_comb;
defender_combatant_ = def_comb;
attacker_stats_ = att_stats;
defender_stats_ = def_stats;
} else {
delete att_comb;
delete def_comb;
delete att_stats;
delete def_stats;
}
}
return defender_stats_->attack_num;
}
示例4: choose_attacker_weapon
int battle_context::choose_attacker_weapon(const unit &attacker,
const unit &defender, const unit_map& units,
const map_location& attacker_loc, const map_location& defender_loc,
double harm_weight, int *defender_weapon, const combatant *prev_def)
{
std::vector<unsigned int> choices;
// What options does attacker have?
unsigned int i;
for (i = 0; i < attacker.attacks().size(); ++i) {
const attack_type &att = attacker.attacks()[i];
if (att.attack_weight() > 0) {
choices.push_back(i);
}
}
if (choices.empty())
return -1;
if (choices.size() == 1) {
*defender_weapon = choose_defender_weapon(attacker, defender, choices[0], units,
attacker_loc, defender_loc, prev_def);
return choices[0];
}
// Multiple options: simulate them, save best.
battle_context_unit_stats *best_att_stats = NULL, *best_def_stats = NULL;
combatant *best_att_comb = NULL, *best_def_comb = NULL;
for (i = 0; i < choices.size(); ++i) {
const attack_type &att = attacker.attacks()[choices[i]];
int def_weapon = choose_defender_weapon(attacker, defender, choices[i], units,
attacker_loc, defender_loc, prev_def);
// If that didn't simulate, do so now.
if (!attacker_combatant_) {
const attack_type *def = NULL;
if (def_weapon >= 0) {
def = &defender.attacks()[def_weapon];
}
attacker_stats_ = new battle_context_unit_stats(attacker, attacker_loc, choices[i],
true, defender, defender_loc, def, units);
defender_stats_ = new battle_context_unit_stats(defender, defender_loc, def_weapon, false,
attacker, attacker_loc, &att, units);
attacker_combatant_ = new combatant(*attacker_stats_);
defender_combatant_ = new combatant(*defender_stats_, prev_def);
attacker_combatant_->fight(*defender_combatant_);
}
if (!best_att_comb || better_combat(*attacker_combatant_, *defender_combatant_,
*best_att_comb, *best_def_comb, harm_weight)) {
delete best_att_comb;
delete best_def_comb;
delete best_att_stats;
delete best_def_stats;
best_att_comb = attacker_combatant_;
best_def_comb = defender_combatant_;
best_att_stats = attacker_stats_;
best_def_stats = defender_stats_;
} else {
delete attacker_combatant_;
delete defender_combatant_;
delete attacker_stats_;
delete defender_stats_;
}
attacker_combatant_ = NULL;
defender_combatant_ = NULL;
attacker_stats_ = NULL;
defender_stats_ = NULL;
}
attacker_combatant_ = best_att_comb;
defender_combatant_ = best_def_comb;
attacker_stats_ = best_att_stats;
defender_stats_ = best_def_stats;
*defender_weapon = defender_stats_->attack_num;
return attacker_stats_->attack_num;
}
示例5: internal_matches_filter
//.........这里部分代码省略.........
}
if (!vcfg["gender"].blank() && string_gender(vcfg["gender"]) != u.gender()) {
return false;
}
if (!vcfg["side"].empty() && vcfg["side"].to_int(-999) != u.side()) {
std::vector<std::string> sides = utils::split(vcfg["side"]);
const std::string u_side = std::to_string(u.side());
if (std::find(sides.begin(), sides.end(), u_side) == sides.end()) {
return false;
}
}
// handle statuses list
if (!vcfg["status"].empty()) {
bool status_found = false;
for (const std::string status : utils::split(vcfg["status"])) {
if(u.get_state(status)) {
status_found = true;
break;
}
}
if(!status_found) {
return false;
}
}
if (vcfg.has_child("has_attack")) {
const vconfig& weap_filter = vcfg.child("has_attack");
bool has_weapon = false;
for(const attack_type& a : u.attacks()) {
if(a.matches_filter(weap_filter.get_parsed_config())) {
has_weapon = true;
break;
}
}
if(!has_weapon) {
return false;
}
} else if (!vcfg["has_weapon"].blank()) {
std::string weapon = vcfg["has_weapon"];
bool has_weapon = false;
for(const attack_type& a : u.attacks()) {
if(a.id() == weapon) {
has_weapon = true;
break;
}
}
if(!has_weapon) {
return false;
}
}
if (!vcfg["role"].blank() && vcfg["role"].str() != u.get_role()) {
return false;
}
if (!vcfg["ai_special"].blank() && ((vcfg["ai_special"].str() == "guardian") != u.get_state(unit::STATE_GUARDIAN))) {
return false;
}
if (!vcfg["canrecruit"].blank() && vcfg["canrecruit"].to_bool() != u.can_recruit()) {
return false;
示例6: choose_attacker_weapon
int battle_context::choose_attacker_weapon(const unit& attacker,
const unit& defender,
const unit_map& units,
const map_location& attacker_loc,
const map_location& defender_loc,
double harm_weight,
int* defender_weapon,
const combatant* prev_def)
{
std::vector<unsigned int> choices;
// What options does attacker have?
unsigned int i;
for(i = 0; i < attacker.attacks().size(); ++i) {
const attack_type& att = attacker.attacks()[i];
if(att.attack_weight() > 0) {
choices.push_back(i);
}
}
if(choices.empty()) {
return -1;
}
if(choices.size() == 1) {
*defender_weapon
= choose_defender_weapon(attacker, defender, choices[0], units, attacker_loc, defender_loc, prev_def);
const_attack_ptr def_weapon
= *defender_weapon >= 0 ? defender.attacks()[*defender_weapon].shared_from_this() : nullptr;
attacker_stats_.reset(new battle_context_unit_stats(
attacker, attacker_loc, choices[0], true, defender, defender_loc, def_weapon, units));
if(attacker_stats_->disable) {
return -1;
}
const attack_type& att = attacker.attacks()[choices[0]];
defender_stats_.reset(new battle_context_unit_stats(
defender, defender_loc, *defender_weapon, false, attacker, attacker_loc, att.shared_from_this(), units));
return choices[0];
}
// Multiple options: simulate them, save best.
std::unique_ptr<battle_context_unit_stats> best_att_stats(nullptr);
std::unique_ptr<battle_context_unit_stats> best_def_stats(nullptr);
std::unique_ptr<combatant> best_att_comb(nullptr);
std::unique_ptr<combatant> best_def_comb(nullptr);
for(i = 0; i < choices.size(); ++i) {
const attack_type& att = attacker.attacks()[choices[i]];
int def_weapon =
choose_defender_weapon(attacker, defender, choices[i], units, attacker_loc, defender_loc, prev_def);
// If that didn't simulate, do so now.
if(!attacker_combatant_) {
const_attack_ptr def = nullptr;
if(def_weapon >= 0) {
def = defender.attacks()[def_weapon].shared_from_this();
}
attacker_stats_.reset(new battle_context_unit_stats(
attacker, attacker_loc, choices[i], true, defender, defender_loc, def, units));
if(attacker_stats_->disable) {
continue;
}
defender_stats_.reset(new battle_context_unit_stats(
defender, defender_loc, def_weapon, false, attacker, attacker_loc, att.shared_from_this(), units));
attacker_combatant_.reset(new combatant(*attacker_stats_));
defender_combatant_.reset(new combatant(*defender_stats_, prev_def));
attacker_combatant_->fight(*defender_combatant_);
} else {
if(attacker_stats_ != nullptr && attacker_stats_->disable) {
continue;
}
}
if(!best_att_comb ||
better_combat(*attacker_combatant_, *defender_combatant_, *best_att_comb, *best_def_comb, harm_weight)
) {
best_att_comb = std::move(attacker_combatant_);
best_def_comb = std::move(defender_combatant_);
best_att_stats = std::move(attacker_stats_);
best_def_stats = std::move(defender_stats_);
}
attacker_combatant_.reset();
defender_combatant_.reset();
attacker_stats_.reset();
defender_stats_.reset();
}
//.........这里部分代码省略.........
示例7: set_displayed_unit
//.........这里部分代码省略.........
label_level_->set_use_markup(true);
}
if(icon_race_) {
icon_race_->set_label("icons/unit-groups/race_" + u.race()->id() + "_30.png");
icon_race_->set_tooltip(u.race()->name(u.gender()));
}
if(icon_alignment_) {
const std::string& alignment_name = u.alignment().to_string();
icon_alignment_->set_label("icons/alignments/alignment_" + alignment_name + "_30.png");
icon_alignment_->set_tooltip(unit_type::alignment_description(
u.alignment(),
u.gender()));
}
if(label_details_minimal_) {
std::stringstream str;
const std::string name = "<span size='large'>" + (!u.name().empty() ? u.name() : " ") + "</span>";
str << name << "\n";
str << "<span color='#a69275'>" << u.type_name() << "</span>" << "\n";
str << "Lvl " << u.level() << "\n";
str << u.alignment() << "\n";
str << utils::join(u.trait_names(), ", ") << "\n";
str << font::span_color(u.hp_color())
<< _("HP: ") << u.hitpoints() << "/" << u.max_hitpoints() << "</span>" << "\n";
str << font::span_color(u.xp_color())
<< _("XP: ") << u.experience() << "/" << u.max_experience() << "</span>";
label_details_minimal_->set_label(str.str());
label_details_minimal_->set_use_markup(true);
}
if(tree_details_) {
std::stringstream str;
str << "<small>";
str << font::span_color(u.hp_color())
<< "<b>" << _("HP: ") << "</b>" << u.hitpoints() << "/" << u.max_hitpoints() << "</span>" << " | ";
str << font::span_color(u.xp_color())
<< "<b>" << _("XP: ") << "</b>" << u.experience() << "/" << u.max_experience() << "</span>" << " | ";
str << "<b>" << _("MP: ") << "</b>"
<< u.movement_left() << "/" << u.total_movement();
str << "</small>";
tree_details_->clear();
add_name_tree_node(
tree_details_->get_root_node(),
"item",
str.str()
);
if (!u.trait_names().empty()) {
auto& header_node = add_name_tree_node(
tree_details_->get_root_node(),
"header",
"<b>" + _("Traits") + "</b>"
);
assert(u.trait_names().size() == u.trait_descriptions().size());
for (size_t i = 0; i < u.trait_names().size(); ++i) {
add_name_tree_node(
header_node,
"item",
u.trait_names()[i],
u.trait_descriptions()[i]
);
}
}
if (!u.get_ability_list().empty()) {
auto& header_node = add_name_tree_node(
tree_details_->get_root_node(),
"header",
"<b>" + _("Abilities") + "</b>"
);
for (const auto& ab : u.ability_tooltips()) {
add_name_tree_node(
header_node,
"item",
std::get<1>(ab),
std::get<2>(ab)
);
}
}
print_attack_details(u.attacks(), tree_details_->get_root_node());
}
}