本文整理汇总了C++中boost::thread_specific_ptr::getTopObj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::getTopObj方法的具体用法?C++ thread_specific_ptr::getTopObj怎么用?C++ thread_specific_ptr::getTopObj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::getTopObj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: 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;
}
示例2: findFirstVisitableTile
int3 SectorMap::findFirstVisitableTile(HeroPtr h, crint3 dst)
{
int3 ret(-1, -1, -1);
int3 curtile = dst;
while (curtile != h->visitablePos())
{
auto topObj = cb->getTopObj(curtile);
if (topObj && topObj->ID == Obj::HERO && topObj != h.h)
{
if (cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
{
logAi->warn("Another allied hero stands in our way");
return ret;
}
}
if (ai->myCb->getPathsInfo(h.get())->getPathInfo(curtile)->reachable())
{
return curtile;
}
else
{
auto i = parent.find(curtile);
if (i != parent.end())
{
assert(curtile != i->second);
curtile = i->second;
}
else
{
return ret;
//throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
}
}
}
return ret;
}
示例3: whatToDoToAchieve
TSubgoal CollectRes::whatToDoToAchieve()
{
std::vector<const IMarket*> markets;
std::vector<const CGObjectInstance*> visObjs;
ai->retreiveVisitableObjs(visObjs, true);
for(const CGObjectInstance *obj : visObjs)
{
if(const IMarket *m = IMarket::castFrom(obj, false))
{
if(obj->ID == Obj::TOWN && obj->tempOwner == ai->playerID && m->allowsTrade(EMarketMode::RESOURCE_RESOURCE))
markets.push_back(m);
else if(obj->ID == Obj::TRADING_POST) //TODO a moze po prostu test na pozwalanie handlu?
markets.push_back(m);
}
}
boost::sort(markets, [](const IMarket *m1, const IMarket *m2) -> bool
{
return m1->getMarketEfficiency() < m2->getMarketEfficiency();
});
markets.erase(boost::remove_if(markets, [](const IMarket *market) -> bool
{
return !(market->o->ID == Obj::TOWN && market->o->tempOwner == ai->playerID)
&& !ai->isAccessible(market->o->visitablePos());
}),markets.end());
if(!markets.size())
{
for(const CGTownInstance *t : cb->getTownsInfo())
{
if(cb->canBuildStructure(t, BuildingID::MARKETPLACE) == EBuildingState::ALLOWED)
return sptr (Goals::BuildThis(BuildingID::MARKETPLACE, t));
}
}
else
{
const IMarket *m = markets.back();
//attempt trade at back (best prices)
int howManyCanWeBuy = 0;
for(Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
{
if(i == resID) continue;
int toGive = -1, toReceive = -1;
m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
assert(toGive > 0 && toReceive > 0);
howManyCanWeBuy += toReceive * (cb->getResourceAmount(i) / toGive);
}
if(howManyCanWeBuy + cb->getResourceAmount(static_cast<Res::ERes>(resID)) >= value)
{
auto backObj = cb->getTopObj(m->o->visitablePos()); //it'll be a hero if we have one there; otherwise marketplace
assert(backObj);
if (backObj->tempOwner != ai->playerID)
{
return sptr (Goals::GetObj(m->o->id.getNum()));
}
else
{
return sptr (Goals::GetObj(m->o->id.getNum()).setisElementar(true));
}
}
}
return sptr (setisElementar(true)); //all the conditions for trade are met
}
示例4: getAllPossibleSubgoals
TGoalVec ClearWayTo::getAllPossibleSubgoals()
{
TGoalVec ret;
std::vector<const CGHeroInstance *> heroes;
if (hero)
heroes.push_back(hero.h);
else
{
heroes = cb->getHeroesInfo();
}
for (auto h : heroes)
{
//TODO: handle clearing way to allied heroes that are blocked
//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;
//if our hero is trapped, make sure we request clearing the way from OUR perspective
SectorMap sm(h);
int3 tileToHit = sm.firstTileToGet(h, tile);
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 (vstd::contains(ai->reservedObjs, topObj) && !vstd::contains(ai->reservedHeroesMap[h], topObj))
{
throw goalFulfilledException (sptr(Goals::ClearWayTo(tile, h)));
continue; //do not capure object reserved by other hero
}
if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
if (topObj != hero.get(true)) //the hero we want 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)));
continue; //do not try to visit tile or gather army
}
else
{
//TODO: we should be able to return apriopriate quest here (VCAI::striveToQuest)
logAi->debugStream() << "Quest guard blocks the way to " + tile();
}
}
}
if (isSafeToVisit(h, tileToHit)) //this makes sense only if tile is guarded, but there i no quest object
{
ret.push_back (sptr (Goals::VisitTile(tileToHit).sethero(h)));
}
else
{
ret.push_back (sptr (Goals::GatherArmy(evaluateDanger(tileToHit, h)*SAFE_ATTACK_CONSTANT).
sethero(h).setisAbstract(true)));
}
}
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(Goals::ClearWayTo(tile))); //make sure asigned hero gets unlocked
}
return ret;
}
示例5: whatToDoToTrade
TSubgoal CollectRes::whatToDoToTrade()
{
std::vector<const IMarket *> markets;
std::vector<const CGObjectInstance *> visObjs;
ai->retrieveVisitableObjs(visObjs, true);
for (const CGObjectInstance * obj : visObjs)
{
if (const IMarket * m = IMarket::castFrom(obj, false))
{
if (obj->ID == Obj::TOWN && obj->tempOwner == ai->playerID && m->allowsTrade(EMarketMode::RESOURCE_RESOURCE))
markets.push_back(m);
else if (obj->ID == Obj::TRADING_POST)
markets.push_back(m);
}
}
boost::sort(markets, [](const IMarket * m1, const IMarket * m2) -> bool
{
return m1->getMarketEfficiency() < m2->getMarketEfficiency();
});
markets.erase(boost::remove_if(markets, [](const IMarket * market) -> bool
{
if (!(market->o->ID == Obj::TOWN && market->o->tempOwner == ai->playerID))
{
if (!ai->isAccessible(market->o->visitablePos()))
return true;
}
return false;
}), markets.end());
if (!markets.size())
{
for (const CGTownInstance * t : cb->getTownsInfo())
{
if (cb->canBuildStructure(t, BuildingID::MARKETPLACE) == EBuildingState::ALLOWED)
return sptr(BuildThis(BuildingID::MARKETPLACE, t).setpriority(2));
}
}
else
{
const IMarket * m = markets.back();
//attempt trade at back (best prices)
int howManyCanWeBuy = 0;
for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
{
if (i == resID)
continue;
int toGive = -1, toReceive = -1;
m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
assert(toGive > 0 && toReceive > 0);
howManyCanWeBuy += toReceive * (ai->ah->freeResources()[i] / toGive);
}
if (howManyCanWeBuy >= value)
{
auto backObj = cb->getTopObj(m->o->visitablePos()); //it'll be a hero if we have one there; otherwise marketplace
assert(backObj);
auto objid = m->o->id.getNum();
if (backObj->tempOwner != ai->playerID) //top object not owned
{
return sptr(VisitObj(objid)); //just go there
}
else //either it's our town, or we have hero there
{
return sptr(Trade(resID, value, objid).setisElementar(true)); //we can do this immediately
}
}
}
return sptr(Invalid()); //cannot trade
}