本文整理汇总了C++中unit::total_movement方法的典型用法代码示例。如果您正苦于以下问题:C++ unit::total_movement方法的具体用法?C++ unit::total_movement怎么用?C++ unit::total_movement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
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在下文中一共展示了unit::total_movement方法的8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: path_cost
int path_cost(std::vector<map_location> const& path, unit const& u)
{
if(path.size() < 2)
return 0;
map_location const& dest = path.back();
if((resources::game_map->is_village(dest) && !resources::teams->at(u.side()-1).owns_village(dest))
|| pathfind::enemy_zoc(*resources::teams,dest,resources::teams->at(u.side()-1),u.side()))
return u.total_movement();
int result = 0;
gamemap const& map = *resources::game_map;
BOOST_FOREACH(map_location const& loc, std::make_pair(path.begin()+1,path.end()))
result += u.movement_cost(map[loc]);
return result;
}
示例2: 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3: path_cost
int path_cost(std::vector<map_location> const& path, unit const& u)
{
if(path.size() < 2)
return 0;
team const& u_team = resources::teams->at(u.side()-1);
map_location const& dest = path.back();
if ( (resources::gameboard->map().is_village(dest) && !u_team.owns_village(dest))
|| pathfind::enemy_zoc(u_team, dest, u_team) )
return u.total_movement();
int result = 0;
gamemap const& map = resources::gameboard->map();
for(map_location const& loc : std::make_pair(path.begin()+1,path.end())) {
result += u.movement_cost(map[loc]);
}
return result;
}
示例4: mark_route
marked_route mark_route(const plain_route &rt,
const std::vector<map_location>& waypoints, const unit &u,
const team &viewing_team, const unit_map &units,
const std::vector<team> &teams, const gamemap &map)
{
marked_route res;
if (rt.steps.empty()) return res;
res.steps = rt.steps;
int turns = 0;
int movement = u.movement_left();
const team& unit_team = teams[u.side()-1];
bool zoc = false;
std::vector<map_location>::const_iterator i = rt.steps.begin(),
w = waypoints.begin();
// TODO fix the name confusion with waypoints and route.waypoints
for (; i !=rt.steps.end(); i++) {
bool last_step = (i+1 == rt.steps.end());
// move_cost of the next step is irrelevant for the last step
assert(last_step || map.on_board(*(i+1)));
const int move_cost = last_step ? 0 : u.movement_cost(map[*(i+1)]);
bool capture = false;
bool pass_here = false;
if (w != waypoints.end() && *i == *w) {
w++;
pass_here = true;
}
if (last_step || zoc || move_cost > movement) {
// check if we stop an a village and so maybe capture it
// if it's an enemy unit and a fogged village, we assume a capture
// (if he already owns it, we can't know that)
// if it's not an enemy, we can always know if he owns the village
bool capture = map.is_village(*i) && ( !unit_team.owns_village(*i)
|| (viewing_team.is_enemy(u.side()) && viewing_team.fogged(*i)) );
++turns;
bool invisible = u.invisible(*i,units,teams,false);
res.waypoints[*i] = marked_route::waypoint(turns, pass_here, zoc, capture, invisible);
if (last_step) break; // finished and we used dummy move_cost
movement = u.total_movement();
if(move_cost > movement) {
return res; //we can't reach destination
}
} else if (pass_here) {
bool invisible = u.invisible(*i,units,teams,false);
res.waypoints[*i] = marked_route::waypoint(0, pass_here, zoc, false, invisible);
}
zoc = enemy_zoc(units, teams, *(i + 1), viewing_team,u.side())
&& !u.get_ability_bool("skirmisher", *(i+1));
if (zoc || capture) {
movement = 0;
} else {
movement -= move_cost;
}
}
return res;
}
示例5: find_routes
static void find_routes(const gamemap& map, const unit_map& units,
const unit& u, const map_location& loc,
int move_left, paths::dest_vect &destinations,
std::vector<team> const &teams,
bool force_ignore_zocs, bool allow_teleport, int turns_left,
const team &viewing_team,
bool see_all, bool ignore_units)
{
const team& current_team = teams[u.side() - 1];
std::set<map_location> teleports;
if (allow_teleport) {
teleports = get_teleport_locations(u, units, viewing_team, see_all, ignore_units);
}
const int total_movement = u.total_movement();
std::vector<map_location> locs(6 + teleports.size());
std::copy(teleports.begin(), teleports.end(), locs.begin() + 6);
search_counter += 2;
if (search_counter == 0) search_counter = 2;
static std::vector<node> nodes;
nodes.resize(map.w() * map.h());
indexer index(map.w(), map.h());
comp node_comp(nodes);
int xmin = loc.x, xmax = loc.x, ymin = loc.y, ymax = loc.y, nb_dest = 1;
nodes[index(loc)] = node(move_left, turns_left, map_location::null_location, loc);
std::vector<int> pq;
pq.push_back(index(loc));
while (!pq.empty()) {
node& n = nodes[pq.front()];
std::pop_heap(pq.begin(), pq.end(), node_comp);
pq.pop_back();
n.in = search_counter;
get_adjacent_tiles(n.curr, &locs[0]);
for (int i = teleports.count(n.curr) ? locs.size() : 6; i-- > 0; ) {
if (!locs[i].valid(map.w(), map.h())) continue;
node& next = nodes[index(locs[i])];
bool next_visited = next.in - search_counter <= 1u;
// Classic Dijkstra allow to skip chosen nodes (with next.in==search_counter)
// But the cost function and hex grid allow to also skip visited nodes:
// if next was visited, then we already have a path 'src-..-n2-next'
// - n2 was chosen before n, meaning that it is nearer to src.
// - the cost of 'n-next' can't be smaller than 'n2-next' because
// cost is independent of direction and we don't have more MP at n
// (important because more MP may allow to avoid waiting next turn)
// Thus, 'src-..-n-next' can't be shorter.
if (next_visited) continue;
const int move_cost = u.movement_cost(map[locs[i]]);
node t = node(n.movement_left, n.turns_left, n.curr, locs[i]);
if (t.movement_left < move_cost) {
t.movement_left = total_movement;
t.turns_left--;
}
if (t.movement_left < move_cost || t.turns_left < 0) continue;
t.movement_left -= move_cost;
if (!ignore_units) {
const unit *v =
get_visible_unit(units, locs[i], viewing_team, see_all);
if (v && current_team.is_enemy(v->side()))
continue;
if (!force_ignore_zocs && t.movement_left > 0
&& enemy_zoc(units, teams, locs[i], viewing_team, u.side(), see_all)
&& !u.get_ability_bool("skirmisher", locs[i])) {
t.movement_left = 0;
}
}
++nb_dest;
int x = locs[i].x;
if (x < xmin) xmin = x;
if (xmax < x) xmax = x;
int y = locs[i].y;
if (y < ymin) ymin = y;
if (ymax < y) ymax = y;
bool in_list = next.in == search_counter + 1;
t.in = search_counter + 1;
next = t;
// if already in the priority queue then we just update it, else push it.
if (in_list) { // never happen see next_visited above
std::push_heap(pq.begin(), std::find(pq.begin(), pq.end(), index(locs[i])) + 1, node_comp);
} else {
pq.push_back(index(locs[i]));
//.........这里部分代码省略.........
示例6: redraw_unit
void unit_drawer::redraw_unit (const unit & u) const
{
unit_animation_component & ac = u.anim_comp();
map_location loc = u.get_location();
int side = u.side();
bool hidden = u.get_hidden();
bool is_flying = u.is_flying();
map_location::DIRECTION facing = u.facing();
int hitpoints = u.hitpoints();
int max_hitpoints = u.max_hitpoints();
int movement_left = u.movement_left();
int total_movement = u.total_movement();
bool can_recruit = u.can_recruit();
bool can_advance = u.can_advance();
int experience = u.experience();
int max_experience = u.max_experience();
bool emit_zoc = u.emits_zoc();
SDL_Color hp_color=u.hp_color();
SDL_Color xp_color=u.xp_color();
std::string ellipse=u.image_ellipse();
if ( hidden || is_blindfolded || !u.is_visible_to_team(viewing_team_ref,map, show_everything) )
{
ac.clear_haloes();
if(ac.anim_) {
ac.anim_->update_last_draw_time();
}
return;
}
if (!ac.anim_) {
ac.set_standing();
if (!ac.anim_) return;
}
if (ac.refreshing_) return;
ac.refreshing_ = true;
ac.anim_->update_last_draw_time();
frame_parameters params;
const t_translation::t_terrain terrain = map.get_terrain(loc);
const terrain_type& terrain_info = map.get_terrain_info(terrain);
// do not set to 0 so we can distinguish the flying from the "not on submerge terrain"
// instead use -1.0 (as in "negative depth", it will be ignored by rendering)
params.submerge= is_flying ? -1.0 : terrain_info.unit_submerge();
if (u.invisible(loc) &&
params.highlight_ratio > 0.5) {
params.highlight_ratio = 0.5;
}
if (loc == sel_hex && params.highlight_ratio == 1.0) {
params.highlight_ratio = 1.5;
}
int height_adjust = static_cast<int>(terrain_info.unit_height_adjust() * zoom_factor);
if (is_flying && height_adjust < 0) {
height_adjust = 0;
}
params.y -= height_adjust;
params.halo_y -= height_adjust;
int red = 0,green = 0,blue = 0,tints = 0;
double blend_ratio = 0;
// Add future colored states here
if(u.poisoned()) {
green += 255;
blend_ratio += 0.25;
tints += 1;
}
if(u.slowed()) {
red += 191;
green += 191;
blue += 255;
blend_ratio += 0.25;
tints += 1;
}
if(tints > 0) {
params.blend_with = disp.rgb((red/tints),(green/tints),(blue/tints));
params.blend_ratio = ((blend_ratio/tints));
}
//hackish : see unit_frame::merge_parameters
// we use image_mod on the primary image
// and halo_mod on secondary images and all haloes
params.image_mod = u.image_mods();
params.halo_mod = u.TC_image_mods();
params.image= u.default_anim_image();
if(u.incapacitated()) params.image_mod +="~GS()";
params.primary_frame = t_true;
//.........这里部分代码省略.........
示例7:
unit_movement_resetter(unit& u, bool operate=true) : u_(u), moves_(u.movement_)
{
if(operate) {
u.movement_ = u.total_movement();
}
}
示例8: set_displayed_unit
void tunit_preview_pane::set_displayed_unit(const unit& u)
{
// Sets the current type id for the profile button callback to use
current_type_ = u.type_id();
if(icon_type_) {
std::string mods = u.image_mods();
if(u.can_recruit()) {
mods += "~BLIT(" + unit::leader_crown() + ")";
}
for(const std::string& overlay : u.overlays()) {
mods += "~BLIT(" + overlay + ")";
}
mods += "~SCALE_INTO_SHARP(144,144)" + image_mods_;
icon_type_->set_label(u.absolute_image() + mods);
}
if(label_name_) {
std::string name;
if(!u.name().empty()) {
name = "<span size='large'>" + u.name() + "</span>" + "\n" + "<small><span color='#a69275'>" + u.type_name() + "</span></small>";
} else {
name = "<span size='large'>" + u.type_name() + "</span>\n";
}
label_name_->set_label(name);
label_name_->set_use_markup(true);
}
if(label_level_) {
std::string l_str = vgettext("Lvl $lvl", {{"lvl", std::to_string(u.level())}});
label_level_->set_label("<b>" + l_str + "</b>");
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()
);
//.........这里部分代码省略.........