本文整理汇总了C++中unit_type::attacks方法的典型用法代码示例。如果您正苦于以下问题:C++ unit_type::attacks方法的具体用法?C++ unit_type::attacks怎么用?C++ unit_type::attacks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_type
的用法示例。
在下文中一共展示了unit_type::attacks方法的2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: average_resistance_against
int ai_default_recruitment_stage::average_resistance_against(const unit_type& a, const unit_type& b) const
{
int weighting_sum = 0, defense = 0;
const std::map<t_translation::t_terrain, size_t>& terrain =
resources::gameboard->map().get_weighted_terrain_frequencies();
for (std::map<t_translation::t_terrain, size_t>::const_iterator j = terrain.begin(),
j_end = terrain.end(); j != j_end; ++j)
{
// Use only reachable tiles when computing the average defense.
if (a.movement_type().movement_cost(j->first) < movetype::UNREACHABLE) {
defense += a.movement_type().defense_modifier(j->first) * j->second;
weighting_sum += j->second;
}
}
if (weighting_sum == 0) {
// This unit can't move on this map, so just get the average weighted
// of all available terrains. This still is a kind of silly
// since the opponent probably can't recruit this unit and it's a static unit.
for (std::map<t_translation::t_terrain, size_t>::const_iterator jj = terrain.begin(),
jj_end = terrain.end(); jj != jj_end; ++jj)
{
defense += a.movement_type().defense_modifier(jj->first) * jj->second;
weighting_sum += jj->second;
}
}
if(weighting_sum != 0) {
defense /= weighting_sum;
} else {
ERR_AI << "The weighting sum is 0 and is ignored." << std::endl;
}
LOG_AI << "average defense of '" << a.id() << "': " << defense << "\n";
int sum = 0, weight_sum = 0;
// calculation of the average damage taken
bool steadfast = a.has_ability_by_id("steadfast");
bool poisonable = !a.musthave_status("unpoisonable");
const std::vector<attack_type>& attacks = b.attacks();
for (std::vector<attack_type>::const_iterator i = attacks.begin(),
i_end = attacks.end(); i != i_end; ++i)
{
int resistance = a.movement_type().resistance_against(*i);
// Apply steadfast resistance modifier.
if (steadfast && resistance < 100)
resistance = std::max<int>(resistance * 2 - 100, 50);
// Do not look for filters or values, simply assume 70% if CTH is customized.
int cth = i->get_special_bool("chance_to_hit", true) ? 70 : defense;
int weight = i->damage() * i->num_attacks();
// if cth == 0 the division will do 0/0 so don't execute this part
if (poisonable && cth != 0 && i->get_special_bool("poison", true)) {
// Compute the probability of not poisoning the unit.
int prob = 100;
for (int j = 0; j < i->num_attacks(); ++j)
prob = prob * (100 - cth);
// Assume poison works one turn.
weight += game_config::poison_amount * (100 - prob) / 100;
}
sum += cth * resistance * weight * weight; // average damage * weight
weight_sum += weight;
}
// normalize by HP
sum /= std::max<int>(1,std::min<int>(a.hitpoints(),1000)); // avoid values really out of range
// Catch division by zero here if the attacking unit
// has zero attacks and/or zero damage.
// If it has no attack at all, the ai shouldn't prefer
// that unit anyway.
if (weight_sum == 0) {
return sum;
}
return sum/weight_sum;
}
示例2: set_displayed_type
//.........这里部分代码省略.........
mods += "~SCALE_INTO_SHARP(144,144)" + image_mods_;
icon_type_->set_label((type.icon().empty() ? type.image() : type.icon()) + mods);
}
if(label_name_) {
label_name_->set_label("<big>" + type.type_name() + "</big>");
label_name_->set_use_markup(true);
}
if(label_level_) {
std::string l_str = vgettext("Lvl $lvl", {{"lvl", std::to_string(type.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_" + type.race_id() + "_30.png");
icon_race_->set_tooltip(type.race()->name(type.genders().front()));
}
if(icon_alignment_) {
const std::string& alignment_name = type.alignment().to_string();
icon_alignment_->set_label("icons/alignments/alignment_" + alignment_name + "_30.png");
icon_alignment_->set_tooltip(unit_type::alignment_description(
type.alignment(),
type.genders().front()));
}
if(tree_details_) {
std::stringstream str;
str << "<small>";
str << "<span color='#21e100'>"
<< "<b>" << _("HP: ") << "</b>" << type.hitpoints() << "</span>" << " | ";
str << "<span color='#00a0e1'>"
<< "<b>" << _("XP: ") << "</b>" << type.experience_needed() << "</span>" << " | ";
str << "<b>" << _("MP: ") << "</b>"
<< type.movement();
str << "</small>";
tree_details_->clear();
add_name_tree_node(
tree_details_->get_root_node(),
"item",
str.str()
);
// Print trait details
{
ttree_view_node* header_node = nullptr;
for(const auto& tr : type.possible_traits()) {
t_string name = tr[type.genders().front() == unit_race::FEMALE ? "female_name" : "male_name"];
if (tr["availability"] != "musthave" || name.empty()) {
continue;
}
if (header_node == nullptr) {
header_node = &add_name_tree_node(
tree_details_->get_root_node(),
"header",
"<b>" + _("Traits") + "</b>"
);
}
add_name_tree_node(
*header_node,
"item",
name
);
}
}
// Print ability details
if(!type.abilities().empty()) {
auto& header_node = add_name_tree_node(
tree_details_->get_root_node(),
"header",
"<b>" + _("Abilities") + "</b>"
);
for(const auto& ab : zip(type.abilities() , type.ability_tooltips())) {
add_name_tree_node(
header_node,
"item",
boost::get<0>(ab),
boost::get<1>(ab)
);
}
}
print_attack_details(type.attacks(), tree_details_->get_root_node());
}
}