本文整理汇总了C++中unit::type_id方法的典型用法代码示例。如果您正苦于以下问题:C++ unit::type_id方法的具体用法?C++ unit::type_id怎么用?C++ unit::type_id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::type_id方法的13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:
attack_context::attack_context(const unit& a,
const unit& d, int a_cth, int d_cth) :
attacker_type(a.type_id()),
defender_type(d.type_id()),
attacker_side(a.side_id()),
defender_side(d.side_id()),
chance_to_hit_defender(a_cth),
chance_to_hit_attacker(d_cth),
attacker_res(),
defender_res()
{
}
示例2: post_create
void unit_creator::post_create(const map_location &loc, const unit &new_unit, bool anim)
{
if (discover_) {
preferences::encountered_units().insert(new_unit.type_id());
}
bool show = show_ && (resources::screen !=nullptr) && !resources::screen->fogged(loc);
bool animate = show && anim;
if (get_village_) {
assert(resources::gameboard);
if (board_->map().is_village(loc)) {
actions::get_village(loc, new_unit.side());
}
}
// Only fire the events if it's safe; it's not if we're in the middle of play_controller::reset_gamestate()
if (resources::lua_kernel != nullptr) {
resources::game_events->pump().fire("unit_placed", loc);
}
if (resources::screen!=nullptr) {
if (invalidate_ ) {
resources::screen->invalidate(loc);
}
if (animate) {
unit_display::unit_recruited(loc);
} else if (show) {
resources::screen->draw();
}
}
}
示例3: show_unit_description
void show_unit_description(const unit &u)
{
const unit_type* t = u.type();
if (t != NULL)
show_unit_description(*t);
else
// can't find type, try open the id page to have feedback and unit error page
help::show_unit_help(*resources::screen, u.type_id());
}
示例4: add_unit_entry
static stuff_list_adder add_unit_entry(stuff_list_adder& progress, const unit& u, const display_context& dc)
{
Uint32 team_color = game_config::tc_info(dc.get_team(u.side()).color())[0];
std::stringstream s;
s << '(' << u.get_location() << ')';
progress.widget("loc", s.str());
s.str("");
s << "<span color='#" << std::hex << team_color << std::dec;
s << "'>side=" << u.side() << "</span>";
progress.widget("side", s.str(), true);
if(u.can_recruit()) {
progress.widget("leader", "<span color='yellow'>LEADER</span> ", true);
}
s.str("");
s << "id=\"" << u.id() << '"';
progress.widget("id", s.str());
progress.widget("type", u.type_id());
s.str("");
s << "L" << u.level();
progress.widget("level", s.str());
s.str("");
s << u.experience() << '/' << u.max_experience() << " xp";
progress.widget("xp", s.str());
s.str("");
s << u.hitpoints() << '/' << u.max_hitpoints() << " hp";
progress.widget("hp", s.str());
progress.widget("traits", utils::join(u.get_traits_list(), ", "));
return progress;
}
示例5: internal_matches_filter
bool basic_unit_filter_impl::internal_matches_filter(const unit & u, const map_location& loc, const unit* u2) const
{
if (!vcfg["name"].blank() && vcfg["name"].t_str() != u.name()) {
return false;
}
if (!vcfg["id"].empty()) {
std::vector<std::string> id_list = utils::split(vcfg["id"]);
if (std::find(id_list.begin(), id_list.end(), u.id()) == id_list.end()) {
return false;
}
}
// Allow 'speaker' as an alternative to id, since people use it so often
if (!vcfg["speaker"].blank() && vcfg["speaker"].str() != u.id()) {
return false;
}
if (vcfg.has_child("filter_location")) {
if (vcfg.count_children("filter_location") > 1) {
FAIL("Encountered multiple [filter_location] children of a standard unit filter. "
"This is not currently supported and in all versions of wesnoth would have "
"resulted in the later children being ignored. You must use [and] or similar "
"to achieve the desired result.");
}
terrain_filter filt(vcfg.child("filter_location"), &fc_, use_flat_tod_);
if (!filt.match(loc)) {
return false;
}
}
if(vcfg.has_child("filter_side")) {
if (vcfg.count_children("filter_side") > 1) {
FAIL("Encountered multiple [filter_side] children of a standard unit filter. "
"This is not currently supported and in all versions of wesnoth would have "
"resulted in the later children being ignored. You must use [and] or similar "
"to achieve the desired result.");
}
side_filter filt(vcfg.child("filter_side"), &fc_);
if(!filt.match(u.side()))
return false;
}
// Also allow filtering on location ranges outside of the location filter
if (!vcfg["x"].blank() || !vcfg["y"].blank()){
if(vcfg["x"] == "recall" && vcfg["y"] == "recall") {
//locations on the map are considered to not be on a recall list
if (fc_.get_disp_context().map().on_board(loc))
{
return false;
}
} else if(vcfg["x"].empty() && vcfg["y"].empty()) {
return false;
} else if(!loc.matches_range(vcfg["x"], vcfg["y"])) {
return false;
}
}
// The type could be a comma separated list of types
if (!vcfg["type"].empty()) {
std::vector<std::string> types = utils::split(vcfg["type"]);
if (std::find(types.begin(), types.end(), u.type_id()) == types.end()) {
return false;
}
}
// Shorthand for all advancements of a given type
if (!vcfg["type_tree"].empty()) {
std::set<std::string> types;
for(const std::string type : utils::split(vcfg["type_tree"])) {
if(types.count(type)) {
continue;
}
if(const unit_type* ut = unit_types.find(type)) {
const auto& tree = ut->advancement_tree();
types.insert(tree.begin(), tree.end());
types.insert(type);
}
}
if(types.find(u.type_id()) == types.end()) {
return false;
}
}
// The variation_type could be a comma separated list of types
if (!vcfg["variation"].empty())
{
std::vector<std::string> types = utils::split(vcfg["variation"]);
if (std::find(types.begin(), types.end(), u.variation()) == types.end()) {
return false;
}
}
// The has_variation_type could be a comma separated list of types
if (!vcfg["has_variation"].empty())
{
bool match = false;
// If this unit is a variation itself then search in the base unit's variations.
const unit_type* const type = u.variation().empty() ? &u.type() : unit_types.find(u.type().base_id());
assert(type);
//.........这里部分代码省略.........
示例6: advance_unit
void advance_unit(const unit& u)
{
stats& s = get_stats(u.side_id());
s.advanced_to[u.type_id()]++;
}
示例7: un_recall_unit_cost
int un_recall_unit_cost(const unit& u) // this really belongs elsewhere, perhaps in undo.cpp
{ // but I'm too lazy to do it at the moment
stats& s = get_stats(u.side_id());
s.recalls[u.type_id()]--;
return u.recall_cost();
}
示例8: un_recall_unit
void un_recall_unit(const unit& u)
{
stats& s = get_stats(u.side_id());
s.recalls[u.type_id()]--;
s.recall_cost -= u.cost();
}
示例9: recall_unit
void recall_unit(const unit& u)
{
stats& s = get_stats(u.side_id());
s.recalls[u.type_id()]++;
s.recall_cost += u.cost();
}
示例10: advance_unit
void advance_unit(const unit& u)
{
stats& s = get_stats(get_team_save_id(u));
s.advanced_to[u.type_id()]++;
}
示例11: un_recall_unit
void un_recall_unit(const unit& u)
{
stats& s = get_stats(get_team_save_id(u));
s.recalls[u.type_id()]--;
s.recall_cost -= u.cost();
}
示例12: recall_unit
void recall_unit(const unit& u)
{
stats& s = get_stats(get_team_save_id(u));
s.recalls[u.type_id()]++;
s.recall_cost += u.cost();
}
示例13: 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.........