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

本文整理汇总了C++中boost::thread_specific_ptr::getGuardingCreatures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::getGuardingCreatures方法的具体用法?C++ thread_specific_ptr::getGuardingCreatures怎么用?C++ thread_specific_ptr::getGuardingCreatures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::getGuardingCreatures方法的1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: evaluateDanger

ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor)
{
	const TerrainTile *t = cb->getTile(tile, false);
	if(!t) //we can know about guard but can't check its tile (the edge of fow)
		return 190000000; //MUCH

	ui64 objectDanger = 0, guardDanger = 0;

	auto visitableObjects = cb->getVisitableObjs(tile);
	// in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
	if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
		vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj)
		{
			return !objWithID<Obj::HERO>(obj);
		});

	if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))
	{
		objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
		if (objectDanger)
		{
			//TODO: don't downcast objects AI shouldn't know about!
			auto armedObj = dynamic_cast<const CArmedInstance*>(dangerousObject);
			if (armedObj)
			{
				float tacticalAdvantage = fh->getTacticalAdvantage(visitor, armedObj);
				objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
			}
		}
		if (dangerousObject->ID == Obj::SUBTERRANEAN_GATE)
		{ //check guard on the other side of the gate
			auto it = ai->knownSubterraneanGates.find(dangerousObject);
			if (it != ai->knownSubterraneanGates.end())
			{
				auto guards = cb->getGuardingCreatures(it->second->visitablePos());
				for (auto cre : guards)
				{
					vstd::amax (guardDanger, evaluateDanger(cre) *
						fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance*>(cre)));
				}
			}
		}
	}

	auto guards = cb->getGuardingCreatures(tile);
	for (auto cre : guards)
	{
		vstd::amax (guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance*>(cre))); //we are interested in strongest monster around
	}


	//TODO mozna odwiedzic blockvis nie ruszajac straznika
	return std::max(objectDanger, guardDanger);
}
开发者ID:DavidZeni,项目名称:vcmi,代码行数:54,代码来源:AIUtility.cpp


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