本文整理汇总了C++中boost::thread_specific_ptr::findTownWithTavern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::findTownWithTavern方法的具体用法?C++ thread_specific_ptr::findTownWithTavern怎么用?C++ thread_specific_ptr::findTownWithTavern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boost::thread_specific_ptr
的用法示例。
在下文中一共展示了thread_specific_ptr::findTownWithTavern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: whatToDoToAchieve
TSubgoal RecruitHero::whatToDoToAchieve()
{
const CGTownInstance *t = ai->findTownWithTavern();
if(!t)
return sptr (Goals::BuildThis(BuildingID::TAVERN));
if(cb->getResourceAmount(Res::GOLD) < HERO_GOLD_COST)
return sptr (Goals::CollectRes(Res::GOLD, HERO_GOLD_COST));
return iAmElementar();
}
示例2: 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;
}