本文整理汇总了C++中unit::get_state方法的典型用法代码示例。如果您正苦于以下问题:C++ unit::get_state方法的具体用法?C++ unit::get_state怎么用?C++ unit::get_state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::get_state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:
/**
* Constructor from a unit.
*/
clearer_info::clearer_info(const unit & viewer) :
underlying_id(viewer.underlying_id()),
sight_range(viewer.vision()),
slowed(viewer.get_state(unit::STATE_SLOWED)),
costs(viewer.movement_type().get_vision())
{
}
示例2: paths
/**
* Constructs a list of jamming paths for a unit.
*
* This is used to construct a list of hexes that the indicated unit can jam.
* It differs from pathfinding in that it will only ever go out one turn.
* @param jammer The unit doing the jamming.
* @param loc The location from which the jamming occurs
* (does not have to be the unit's location).
*/
jamming_path::jamming_path(const unit& jammer, map_location const &loc)
: paths()
{
const int jamming_range = jammer.jamming();
// The five NULL parameters indicate (in order): no edges, no teleports,
// ignore units, ignore ZoC (no effect), and see all (no effect).
find_routes(loc, jammer.movement_type().get_jamming(),
jammer.get_state(unit::STATE_SLOWED), jamming_range, jamming_range,
0, destinations, NULL, NULL, NULL, NULL, NULL);
}
示例3: clear_unit
/**
* Clears shroud (and fog) around the provided location for @a view_team
* as if @a viewer was standing there.
* This will also record sighted events, which should be either fired or
* explicitly dropped.
*
* This should only be called if delayed shroud updates is off.
* It is wasteful to call this if view_team uses neither fog nor shroud.
*
* @param known_units These locations are not checked for uncovered units.
* @param enemy_count Incremented for each enemy uncovered (excluding known_units).
* @param friend_count Incremented for each friend uncovered (excluding known_units).
* @param spectator Will be told of uncovered units (excluding known_units).
* @param instant If false, then drawing delays (used to make movement look better) are allowed.
*
* @return whether or not information was uncovered (i.e. returns true if any
* locations in visual range were fogged/shrouded under shared vision/maps).
*/
bool shroud_clearer::clear_unit(const map_location &view_loc,
const unit &viewer, team &view_team,
const std::set<map_location>* known_units,
std::size_t * enemy_count, std::size_t * friend_count,
move_unit_spectator * spectator, bool instant)
{
// This is just a translation to the more general interface. It is
// not inlined so that vision.hpp does not have to include unit.hpp.
return clear_unit(view_loc, view_team, viewer.underlying_id(),
viewer.vision(), viewer.get_state(unit::STATE_SLOWED),
viewer.movement_type().get_vision(), viewer.get_location(),
known_units, enemy_count, friend_count, spectator, instant);
}
示例4: destinations
/**
* Construct a list of paths for the specified unit.
*
* This function is used for several purposes, including showing a unit's
* potential moves and generating currently possible paths.
* @param u The unit whose moves and movement type will be used.
* @param force_ignore_zoc Set to true to completely ignore zones of control.
* @param allow_teleport Set to true to consider teleportation abilities.
* @param viewing_team Usually the current team, except for "show enemy moves", etc.
* @param additional_turns The number of turns to account for, in addition to the current.
* @param see_all Set to true to remove unit visibility from consideration.
* @param ignore_units Set to true if units should never obstruct paths (implies ignoring ZoC as well).
*/
paths::paths(const unit& u, bool force_ignore_zoc,
bool allow_teleport, const team &viewing_team,
int additional_turns, bool see_all, bool ignore_units)
: destinations()
{
std::vector<team> const &teams = *resources::teams;
if (u.side() < 1 || u.side() > int(teams.size())) {
return;
}
find_routes(u.get_location(), u.movement_type().get_movement(),
u.get_state(unit::STATE_SLOWED), u.movement_left(),
u.total_movement(), additional_turns, destinations, NULL,
allow_teleport ? &u : NULL,
ignore_units ? NULL : &teams[u.side()-1],
force_ignore_zoc ? NULL : &u,
see_all ? NULL : &viewing_team);
}
示例5: 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6: internal_matches_filter
//.........这里部分代码省略.........
for (const std::string& ability_id : utils::split(vcfg["ability"])) {
if (u.has_ability_by_id(ability_id)) {
match = true;
break;
}
}
if (!match) return false;
}
if (!vcfg["race"].empty()) {
std::vector<std::string> races = utils::split(vcfg["race"]);
if (std::find(races.begin(), races.end(), u.race()->id()) == races.end()) {
return false;
}
}
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) {
示例7: attack_info
static int attack_info(reports::context & rc, const attack_type &at, config &res, const unit &u, const map_location &displayed_unit_hex)
{
std::ostringstream str, tooltip;
at.set_specials_context(displayed_unit_hex, u.side() == rc.screen().playing_side());
int base_damage = at.damage();
int specials_damage = at.modified_damage(false);
int damage_multiplier = 100;
int tod_bonus = combat_modifier(rc.units(), rc.map(), displayed_unit_hex, u.alignment(), u.is_fearless());
damage_multiplier += tod_bonus;
int leader_bonus = 0;
if (under_leadership(rc.units(), displayed_unit_hex, &leader_bonus).valid())
damage_multiplier += leader_bonus;
bool slowed = u.get_state(unit::STATE_SLOWED);
int damage_divisor = slowed ? 20000 : 10000;
// Assume no specific resistance (i.e. multiply by 100).
int damage = round_damage(specials_damage, damage_multiplier * 100, damage_divisor);
// Hit points are used to calculate swarm, so they need to be bounded.
unsigned max_hp = u.max_hitpoints();
unsigned cur_hp = std::min<unsigned>(std::max(0, u.hitpoints()), max_hp);
unsigned base_attacks = at.num_attacks();
unsigned min_attacks, max_attacks;
at.modified_attacks(false, min_attacks, max_attacks);
unsigned num_attacks = swarm_blows(min_attacks, max_attacks, cur_hp, max_hp);
SDL_Color dmg_color = font::weapon_color;
if ( damage > specials_damage )
dmg_color = font::good_dmg_color;
else if ( damage < specials_damage )
dmg_color = font::bad_dmg_color;
str << span_color(dmg_color) << " " << damage << naps << span_color(font::weapon_color)
<< font::weapon_numbers_sep << num_attacks << ' ' << at.name()
<< "</span>\n";
tooltip << _("Weapon: ") << "<b>" << at.name() << "</b>\n"
<< _("Damage: ") << "<b>" << damage << "</b>\n";
if ( tod_bonus || leader_bonus || slowed || specials_damage != base_damage )
{
tooltip << '\t' << _("Base damage: ") << base_damage << '\n';
if ( specials_damage != base_damage ) {
tooltip << '\t' << _("With specials: ") << specials_damage << '\n';
}
if (tod_bonus) {
tooltip << '\t' << _("Time of day: ")
<< utils::signed_percent(tod_bonus) << '\n';
}
if (leader_bonus) {
tooltip << '\t' << _("Leadership: ")
<< utils::signed_percent(leader_bonus) << '\n';
}
if (slowed) {
tooltip << '\t' << _("Slowed: ") << "/ 2" << '\n';
}
}
tooltip << _("Attacks: ") << "<b>" << num_attacks << "</b>\n";
if ( max_attacks != min_attacks && cur_hp != max_hp ) {
if ( max_attacks < min_attacks ) {
// "Reverse swarm"
tooltip << '\t' << _("Max swarm bonus: ") << (min_attacks-max_attacks) << '\n';
tooltip << '\t' << _("Swarm: ") << "* "<< (100 - cur_hp*100/max_hp) << "%\n";
tooltip << '\t' << _("Base attacks: ") << '+' << base_attacks << '\n';
// The specials line will not necessarily match up with how the
// specials are calculated, but for an unusual case, simple brevity
// trumps complexities.
if ( max_attacks != base_attacks ) {
int attack_diff = int(max_attacks) - int(base_attacks);
tooltip << '\t' << _("Specials: ") << utils::signed_value(attack_diff) << '\n';
}
}
else {
// Regular swarm
tooltip << '\t' << _("Base attacks: ") << base_attacks << '\n';
if ( max_attacks != base_attacks ) {
tooltip << '\t' << _("With specials: ") << max_attacks << '\n';
}
if ( min_attacks != 0 ) {
tooltip << '\t' << _("Subject to swarm: ") << (max_attacks-min_attacks) << '\n';
}
tooltip << '\t' << _("Swarm: ") << "* "<< (cur_hp*100/max_hp) << "%\n";
}
}
else if ( num_attacks != base_attacks ) {
tooltip << '\t' << _("Base attacks: ") << base_attacks << '\n';
tooltip << '\t' << _("With specials: ") << num_attacks << '\n';
}
add_text(res, flush(str), flush(tooltip));
std::string range = string_table["range_" + at.range()];
std::string lang_type = string_table["type_" + at.type()];
str << span_color(font::weapon_details_color) << " " << " "
<< range << font::weapon_details_sep
<< lang_type << "</span>\n";
//.........这里部分代码省略.........