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C++ thread_specific_ptr::canRecruitAnyHero方法代码示例

本文整理汇总了C++中boost::thread_specific_ptr::canRecruitAnyHero方法的典型用法代码示例。如果您正苦于以下问题:C++ thread_specific_ptr::canRecruitAnyHero方法的具体用法?C++ thread_specific_ptr::canRecruitAnyHero怎么用?C++ thread_specific_ptr::canRecruitAnyHero使用的例子?那么恭喜您, 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boost::thread_specific_ptr的用法示例。


在下文中一共展示了thread_specific_ptr::canRecruitAnyHero方法的4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: getAllPossibleSubgoals

TGoalVec VisitTile::getAllPossibleSubgoals()
{
	assert(cb->isInTheMap(tile));

	TGoalVec ret;
	if (!cb->isVisible(tile))
		ret.push_back (sptr(Goals::Explore())); //what sense does it make?
	else
	{
		std::vector<const CGHeroInstance *> heroes;
		if (hero)
			heroes.push_back(hero.h); //use assigned hero if any
		else
			heroes = cb->getHeroesInfo(); //use most convenient hero

		for (auto h : heroes)
		{
			if (ai->isAccessibleForHero(tile, h))
				ret.push_back (sptr(Goals::VisitTile(tile).sethero(h)));
		}
		if (ai->canRecruitAnyHero())
			ret.push_back (sptr(Goals::RecruitHero()));
	}
	if (ret.empty())
	{
		auto obj = frontOrNull(cb->getVisitableObjs(tile));
		if (obj && obj->ID == Obj::HERO && obj->tempOwner == ai->playerID) //our own hero stands on that tile
			ret.push_back (sptr(Goals::VisitTile(tile).sethero(dynamic_cast<const CGHeroInstance *>(obj)).setisElementar(true)));
		else
			ret.push_back (sptr(Goals::ClearWayTo(tile)));
	}

	//important - at least one sub-goal must handle case which is impossible to fulfill (unreachable tile)
	return ret;
}
开发者ID:szpak,项目名称:vcmi,代码行数:35,代码来源:Goals.cpp

示例2: getAllPossibleSubgoals

TGoalVec ClearWayTo::getAllPossibleSubgoals()
{
	TGoalVec ret;
	for (auto h : cb->getHeroesInfo())
	{
		if ((hero && hero->visitablePos() == tile && hero == *h) || //we can't free the way ourselves
			h->visitablePos() == tile) //we are already on that tile! what does it mean?
			continue;

		SectorMap sm(h);

		int3 tileToHit = sm.firstTileToGet(hero ? hero : h, tile);
		//if our hero is trapped, make sure we request clearing the way from OUR perspective
		if (!tileToHit.valid())
			continue;

		if (isBlockedBorderGate(tileToHit))
		{	//FIXME: this way we'll not visit gate and activate quest :?
			ret.push_back  (sptr (Goals::FindObj (Obj::KEYMASTER, cb->getTile(tileToHit)->visitableObjects.back()->subID)));
		}

		auto topObj = cb->getTopObj(tileToHit);
		if(topObj)
		{
			if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
				if (topObj != hero.get(true)) //the hero we wnat to free
					logAi->errorStream() << boost::format("%s stands in the way of %s") % topObj->getHoverText()  % h->getHoverText();
			if (topObj->ID == Obj::QUEST_GUARD || topObj->ID == Obj::BORDERGUARD)
			{
				if (shouldVisit(h, topObj))
				{
					//do NOT use VISIT_TILE, as tile with quets guard can't be visited
					ret.push_back (sptr (Goals::GetObj(topObj->id.getNum()).sethero(h)));
				}
				else
				{
					//TODO: we should be able to return apriopriate quest here (VCAI::striveToQuest)
					logAi->debugStream() << "Quest guard blocks the way to " + tile();
				}
			}
		}
		else
			ret.push_back (sptr (Goals::VisitTile(tileToHit).sethero(h)));
	}
	if (ai->canRecruitAnyHero())
		ret.push_back (sptr (Goals::RecruitHero()));

	if (ret.empty())
	{
		logAi->warnStream() << "There is no known way to clear the way to tile " + tile();
		throw goalFulfilledException (sptr(*this)); //make sure asigned hero gets unlocked
	}

	return ret;
}
开发者ID:wwwhhhyyy,项目名称:vcmi,代码行数:55,代码来源:Goals.cpp

示例3: getAllPossibleSubgoals

TGoalVec VisitTile::getAllPossibleSubgoals()
{
	assert(cb->isInTheMap(tile));

	TGoalVec ret;
	if (!cb->isVisible(tile))
		ret.push_back (sptr(Goals::Explore())); //what sense does it make?
	else
	{
		std::vector<const CGHeroInstance *> heroes;
		if (hero)
			heroes.push_back(hero.h); //use assigned hero if any
		else
			heroes = cb->getHeroesInfo(); //use most convenient hero

		for (auto h : heroes)
		{
			if (ai->isAccessibleForHero(tile, h))
				ret.push_back (sptr(Goals::VisitTile(tile).sethero(h)));
		}
		if (ai->canRecruitAnyHero())
			ret.push_back (sptr(Goals::RecruitHero()));
	}
	if(ret.empty())
	{
		auto obj = vstd::frontOrNull(cb->getVisitableObjs(tile));
		if(obj && obj->ID == Obj::HERO && obj->tempOwner == ai->playerID) //our own hero stands on that tile
		{
			if (hero.get(true) && hero->id == obj->id) //if it's assigned hero, visit tile. If it's different hero, we can't visit tile now
				ret.push_back(sptr(Goals::VisitTile(tile).sethero(dynamic_cast<const CGHeroInstance *>(obj)).setisElementar(true)));
			else
				throw cannotFulfillGoalException("Tile is already occupied by another hero "); //FIXME: we should give up this tile earlier
		}
		else
			ret.push_back (sptr(Goals::ClearWayTo(tile)));
	}

	//important - at least one sub-goal must handle case which is impossible to fulfill (unreachable tile)
	return ret;
}
开发者ID:,项目名称:,代码行数:40,代码来源:

示例4: getAllPossibleSubgoals


//.........这里部分代码省略.........
	{
		if(h == heroDummy.h)
			return true;
		else if(!ai->isAccessibleForHero(heroDummy->visitablePos(), h, true))
			return true;
		else if(!ai->canGetArmy(heroDummy.h, h)) //TODO: return actual aiValue
			return true;
		else if(ai->getGoal(h)->goalType == GATHER_ARMY)
			return true;
		else
		   return false;
	});

	for(auto h : otherHeroes)
	{
		// Go to the other hero if we are faster
		if(!vstd::contains(ai->visitedHeroes[hero], h))
		{
			vstd::concatenate(ret, ai->ah->howToVisitObj(hero, h));
		}

		// Go to the other hero if we are faster
		if(!vstd::contains(ai->visitedHeroes[h], hero))
		{
			vstd::concatenate(ret, ai->ah->howToVisitObj(h, hero.get()));
		}
	}

	std::vector<const CGObjectInstance *> objs;
	for(auto obj : ai->visitableObjs)
	{
		if(obj->ID == Obj::CREATURE_GENERATOR1)
		{
			auto relationToOwner = cb->getPlayerRelations(obj->getOwner(), ai->playerID);

			//Use flagged dwellings only when there are available creatures that we can afford
			if(relationToOwner == PlayerRelations::SAME_PLAYER)
			{
				auto dwelling = dynamic_cast<const CGDwelling *>(obj);

				ui32 val = std::min<ui32>(value, howManyReinforcementsCanBuy(hero.get(), dwelling));

				if(val)
				{
					for(auto & creLevel : dwelling->creatures)
					{
						if(creLevel.first)
						{
							for(auto & creatureID : creLevel.second)
							{
								auto creature = VLC->creh->creatures[creatureID];
								if(ai->ah->freeResources().canAfford(creature->cost))
									objs.push_back(obj); //TODO: reserve resources?
							}
						}
					}
				}
			}
		}
	}

	for(auto h : cb->getHeroesInfo())
	{
		for(auto obj : objs)
		{
			//find safe dwelling
			if(ai->isGoodForVisit(obj, h))
			{
				vstd::concatenate(ret, ai->ah->howToVisitObj(h, obj));
			}
		}
	}

	if(ai->canRecruitAnyHero() && ai->ah->freeGold() > GameConstants::HERO_GOLD_COST) //this is not stupid in early phase of game
	{
		if(auto t = ai->findTownWithTavern())
		{
			for(auto h : cb->getAvailableHeroes(t)) //we assume that all towns have same set of heroes
			{
				if(h && h->getTotalStrength() > 500) //do not buy heroes with single creatures for GatherArmy
				{
					ret.push_back(sptr(RecruitHero()));
					break;
				}
			}
		}
	}

	if(ret.empty())
	{
		const bool allowGatherArmy = false;

		if(hero == ai->primaryHero())
			ret.push_back(sptr(Explore(allowGatherArmy)));
		else
			throw cannotFulfillGoalException("No ways to gather army");
	}

	return ret;
}
开发者ID:vcmi,项目名称:vcmi,代码行数:101,代码来源:GatherArmy.cpp


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