本文整理汇总了C++中boost::thread_specific_ptr::isAbleToExplore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::isAbleToExplore方法的具体用法?C++ thread_specific_ptr::isAbleToExplore怎么用?C++ thread_specific_ptr::isAbleToExplore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::isAbleToExplore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: getAllPossibleSubgoals
TGoalVec Explore::getAllPossibleSubgoals()
{
TGoalVec ret;
std::vector<const CGHeroInstance *> heroes;
if (hero)
heroes.push_back(hero.h);
else
{
//heroes = ai->getUnblockedHeroes();
heroes = cb->getHeroesInfo();
vstd::erase_if(heroes, [](const HeroPtr h)
{
if (ai->getGoal(h)->goalType == Goals::EXPLORE) //do not reassign hero who is already explorer
return true;
if (!ai->isAbleToExplore(h))
return true;
return !h->movement; //saves time, immobile heroes are useless anyway
});
}
//try to use buildings that uncover map
std::vector<const CGObjectInstance *> objs;
for (auto obj : ai->visitableObjs)
{
if (!vstd::contains(ai->alreadyVisited, obj))
{
switch (obj->ID.num)
{
case Obj::REDWOOD_OBSERVATORY:
case Obj::PILLAR_OF_FIRE:
case Obj::CARTOGRAPHER:
objs.push_back (obj);
break;
case Obj::MONOLITH_ONE_WAY_ENTRANCE:
case Obj::MONOLITH_TWO_WAY:
case Obj::SUBTERRANEAN_GATE:
auto tObj = dynamic_cast<const CGTeleport *>(obj);
assert(ai->knownTeleportChannels.find(tObj->channel) != ai->knownTeleportChannels.end());
if(TeleportChannel::IMPASSABLE != ai->knownTeleportChannels[tObj->channel]->passability)
objs.push_back (obj);
break;
}
}
else
{
switch (obj->ID.num)
{
case Obj::MONOLITH_TWO_WAY:
case Obj::SUBTERRANEAN_GATE:
auto tObj = dynamic_cast<const CGTeleport *>(obj);
if(TeleportChannel::IMPASSABLE == ai->knownTeleportChannels[tObj->channel]->passability)
break;
for(auto exit : ai->knownTeleportChannels[tObj->channel]->exits)
{
if(!cb->getObj(exit))
{ // Always attempt to visit two-way teleports if one of channel exits is not visible
objs.push_back(obj);
break;
}
}
break;
}
}
}
for (auto h : heroes)
{
auto sm = ai->getCachedSectorMap(h);
for (auto obj : objs) //double loop, performance risk?
{
auto t = sm->firstTileToGet(h, obj->visitablePos()); //we assume that no more than one tile on the way is guarded
if (ai->isTileNotReserved(h, t))
ret.push_back (sptr(Goals::ClearWayTo(obj->visitablePos(), h).setisAbstract(true)));
}
int3 t = whereToExplore(h);
if (t.valid())
{
ret.push_back (sptr (Goals::VisitTile(t).sethero(h)));
}
else
{
ai->markHeroUnableToExplore (h); //there is no freely accessible tile, do not poll this hero anymore
//possible issues when gathering army to break
if (hero.h == h || (!hero && h == ai->primaryHero().h)) //check this only ONCE, high cost
{
t = ai->explorationDesperate(h);
if (t.valid()) //don't waste time if we are completely blocked
ret.push_back (sptr(Goals::ClearWayTo(t, h).setisAbstract(true)));
}
}
}
//we either don't have hero yet or none of heroes can explore
if ((!hero || ret.empty()) && ai->canRecruitAnyHero())
ret.push_back (sptr(Goals::RecruitHero()));
//.........这里部分代码省略.........