本文整理汇总了C++中unit_map::extract方法的典型用法代码示例。如果您正苦于以下问题:C++ unit_map::extract方法的具体用法?C++ unit_map::extract怎么用?C++ unit_map::extract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_map
的用法示例。
在下文中一共展示了unit_map::extract方法的5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: remove_temp_modifier
void recall::remove_temp_modifier(unit_map& unit_map)
{
temp_unit_ = unit_map.extract(recall_hex_);
assert(temp_unit_.get());
//Put unit back into recall list
resources::teams->at(team_index()).recall_list().add(temp_unit_);
}
示例2: remove_temp_modifier
void recruit::remove_temp_modifier(unit_map& unit_map)
{
temp_unit_ = unit_map.extract(recruit_hex_);
assert(temp_unit_);
/*
* Remove cost from money spent on recruits.
*/
resources::teams->at(team_index()).get_side_actions()->change_gold_spent_by(-temp_cost_);
temp_cost_ = 0;
resources::screen->invalidate_game_status();
}
示例3: analyze
void attack_analysis::analyze(const gamemap& map, unit_map& units,
const readonly_context& ai_obj,
const move_map& dstsrc, const move_map& srcdst,
const move_map& enemy_dstsrc, double aggression)
{
const unit_map::const_iterator defend_it = units.find(target);
assert(defend_it != units.end());
// See if the target is a threat to our leader or an ally's leader.
map_location adj[6];
get_adjacent_tiles(target,adj);
size_t tile;
for(tile = 0; tile != 6; ++tile) {
const unit_map::const_iterator leader = units.find(adj[tile]);
if(leader != units.end() && leader->can_recruit() && !ai_obj.current_team().is_enemy(leader->side())) {
break;
}
}
leader_threat = (tile != 6);
uses_leader = false;
target_value = defend_it->cost();
target_value += (double(defend_it->experience())/
double(defend_it->max_experience()))*target_value;
target_starting_damage = defend_it->max_hitpoints() -
defend_it->hitpoints();
// Calculate the 'alternative_terrain_quality' -- the best possible defensive values
// the attacking units could hope to achieve if they didn't attack and moved somewhere.
// This is used for comparative purposes, to see just how vulnerable the AI is
// making itself.
alternative_terrain_quality = 0.0;
double cost_sum = 0.0;
for(size_t i = 0; i != movements.size(); ++i) {
const unit_map::const_iterator att = units.find(movements[i].first);
const double cost = att->cost();
cost_sum += cost;
alternative_terrain_quality += cost*ai_obj.best_defensive_position(movements[i].first,dstsrc,srcdst,enemy_dstsrc).chance_to_hit;
}
alternative_terrain_quality /= cost_sum*100;
avg_damage_inflicted = 0.0;
avg_damage_taken = 0.0;
resources_used = 0.0;
terrain_quality = 0.0;
avg_losses = 0.0;
chance_to_kill = 0.0;
double def_avg_experience = 0.0;
double first_chance_kill = 0.0;
double prob_dead_already = 0.0;
assert(!movements.empty());
std::vector<std::pair<map_location,map_location> >::const_iterator m;
battle_context *prev_bc = NULL;
const combatant *prev_def = NULL;
for (m = movements.begin(); m != movements.end(); ++m) {
// We fix up units map to reflect what this would look like.
unit_ptr up = units.extract(m->first);
up->set_location(m->second);
units.insert(up);
double m_aggression = aggression;
if (up->can_recruit()) {
uses_leader = true;
// FIXME: suokko's r29531 omitted this line
leader_threat = false;
m_aggression = ai_obj.get_leader_aggression();
}
bool from_cache = false;
battle_context *bc;
// This cache is only about 99% correct, but speeds up evaluation by about 1000 times.
// We recalculate when we actually attack.
const readonly_context::unit_stats_cache_t::key_type cache_key = std::make_pair(target, &up->type());
const readonly_context::unit_stats_cache_t::iterator usc = ai_obj.unit_stats_cache().find(cache_key);
// Just check this attack is valid for this attacking unit (may be modified)
if (usc != ai_obj.unit_stats_cache().end() &&
usc->second.first.attack_num <
static_cast<int>(up->attacks().size())) {
from_cache = true;
bc = new battle_context(usc->second.first, usc->second.second);
} else {
bc = new battle_context(units, m->second, target, -1, -1, m_aggression, prev_def);
}
const combatant &att = bc->get_attacker_combatant(prev_def);
const combatant &def = bc->get_defender_combatant(prev_def);
delete prev_bc;
prev_bc = bc;
prev_def = &bc->get_defender_combatant(prev_def);
if ( !from_cache ) {
ai_obj.unit_stats_cache().insert(
std::make_pair(cache_key, std::make_pair(bc->get_attacker_stats(),
//.........这里部分代码省略.........
示例4: remove_temp_modifier
void recruit::remove_temp_modifier(unit_map& unit_map)
{
//Unit map gives back ownership of temp_unit_
temp_unit_ = unit_map.extract(recruit_hex_);
assert(temp_unit_.get());
}
示例5: analyze
void attack_analysis::analyze(const gamemap& map, unit_map& units,
std::map<std::pair<const unit*, const unit_type*>, battle_context*>& unit_stats_cache,
const std::vector<std::pair<unit*, int> >& units2,
const std::multimap<map_location, int>& srcdst2, const std::multimap<int, map_location>& dstsrc2,
std::map<unit*, std::pair<map_location, unit*>* >& reside_cache,
double aggression)
{
target_value = target->cost();
target_value += 0.5 * (double(target->experience()) / double(target->max_experience())) * target_value;
target_starting_damage = target->max_hitpoints() - target->hitpoints();
VALIDATE(!movements.empty(), _("ai::attack_analisis::analyze, movements is empty."));
std::pair<std::pair<unit*, int>, map_location>& m = movements.back();
map_location orig_loc = m.first.first->get_location();
std::pair<map_location, unit*>* up;
if (m.first.second < 0) {
// We fix up units map to reflect what this would look like.
if (m.second == orig_loc) {
up = units.get_cookie(m.second, !m.first.first->base());
} else {
up = units.extract(orig_loc);
up->first = m.second;
units.place(up);
}
} else {
// units.add(m.second, m.first.first);
std::map<unit*, std::pair<map_location, unit*>* >::iterator cache_itor = reside_cache.find(m.first.first);
if (cache_itor == reside_cache.end()) {
up = new std::pair<map_location, unit*>(m.second, m.first.first);
reside_cache[m.first.first] = up;
} else {
up = cache_itor->second;
}
up->first = m.second;
units.place(up);
}
unit_map::node* base = units.get_cookie(m.second, false);
bool on_wall = base && base->second->wall();
int att_weapon = -1, def_weapon = -1;
bool from_cache = false;
battle_context *bc;
const unit* src_ptr = up->second;
// This cache is only about 99% correct, but speeds up evaluation by about 1000 times.
// We recalculate when we actually attack.
const unit_type* src_type;
if (!src_ptr->packed()) {
src_type = src_ptr->type();
} else {
src_type = unit_types.find(src_ptr->packee_type_id());
}
std::map<std::pair<const unit*, const unit_type*>, battle_context*>::iterator usc;
usc = unit_stats_cache.find(std::pair<const unit*, const unit_type*>(target, src_type));
// Just check this attack is valid for this attacking unit (may be modified)
if (usc != unit_stats_cache.end() && usc->second->get_attacker_stats().attack_num < static_cast<int>(src_ptr->attacks().size())) {
from_cache = true;
bc = usc->second;
} else {
VALIDATE(false, _("ai::attack_analisis::analyze, cannot find unit_type pair in usc."));
}
// because save battle_context into usc direct, don't support prev_def.
const combatant &att = bc->get_attacker_combatant(NULL);
const combatant &def = bc->get_defender_combatant(NULL);
// Note we didn't fight at all if defender is already dead.
double prob_fought = (1.0 - prob_dead_already);
// @todo 1.8 add combatant.prob_killed
double prob_killed = def.dead_ - prob_dead_already;
prob_dead_already = def.dead_;
double prob_died = att.dead_;
double prob_survived = (1.0 - prob_died) * prob_fought;
double cost = up->second->cost();
const bool on_village = map.is_village(m.second);
// Up to double the value of a unit based on experience
cost += 0.5 * (double(up->second->experience())/double(up->second->max_experience())) * cost;
// We should encourage multi-phase attack.
cost /= movements.size();
resources_used += cost;
avg_losses += cost * prob_died;
// add half of cost for poisoned unit so it might get chance to heal
avg_losses += cost * up->second->get_state(unit::STATE_POISONED) /2;
// Double reward to emphasize getting onto villages if they survive.
if (on_village) {
avg_damage_taken -= game_config::poison_amount*2 * prob_survived;
}
double quality = (double(bc->get_defender_stats().chance_to_hit)/100.0) * cost * (on_village ? 0.5 : 1.0);
if (on_wall) {
//.........这里部分代码省略.........