本文整理汇总了C++中unit::vision方法的典型用法代码示例。如果您正苦于以下问题:C++ unit::vision方法的具体用法?C++ unit::vision怎么用?C++ unit::vision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::vision方法的3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 vision paths for a unit.
*
* This is used to construct a list of hexes that the indicated unit can see.
* It differs from pathfinding in that it will only ever go out one turn,
* and that it will also collect a set of border hexes (the "one hex beyond"
* movement to which vision extends).
* @param viewer The unit doing the viewing.
* @param loc The location from which the viewing occurs
* (does not have to be the unit's location).
*/
vision_path::vision_path(const unit& viewer, map_location const &loc,
const std::map<map_location, int>& jamming_map)
: paths(), edges()
{
const int sight_range = viewer.vision();
// The four NULL parameters indicate (in order): no teleports,
// ignore units, ignore ZoC (no effect), and see all (no effect).
find_routes(loc, viewer.movement_type().get_vision(),
viewer.get_state(unit::STATE_SLOWED), sight_range, sight_range,
0, destinations, &edges, NULL, NULL, NULL, NULL, &jamming_map);
}
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);
}