本文整理汇总了C++中boost::thread_specific_ptr::isAccessibleForHero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::isAccessibleForHero方法的具体用法?C++ thread_specific_ptr::isAccessibleForHero怎么用?C++ thread_specific_ptr::isAccessibleForHero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
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在下文中一共展示了thread_specific_ptr::isAccessibleForHero方法的3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 GatherArmy::getAllPossibleSubgoals()
{
//get all possible towns, heroes and dwellings we may use
TGoalVec ret;
//TODO: include evaluation of monsters gather in calculation
for (auto t : cb->getTownsInfo())
{
auto pos = t->visitablePos();
if (ai->isAccessibleForHero(pos, hero))
{
if(!t->visitingHero && howManyReinforcementsCanGet(hero,t))
{
if (!vstd::contains (ai->townVisitsThisWeek[hero], t))
ret.push_back (sptr (Goals::VisitTile(pos).sethero(hero)));
}
auto bid = ai->canBuildAnyStructure(t, std::vector<BuildingID>
(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK));
if (bid != BuildingID::NONE)
ret.push_back (sptr(BuildThis(bid, t)));
}
}
auto otherHeroes = cb->getHeroesInfo();
auto heroDummy = hero;
erase_if(otherHeroes, [heroDummy](const CGHeroInstance * h)
{
return (h == heroDummy.h || !ai->isAccessibleForHero(heroDummy->visitablePos(), h, true)
|| !ai->canGetArmy(heroDummy.h, h) || ai->getGoal(h)->goalType == Goals::GATHER_ARMY);
});
for (auto h : otherHeroes)
{
ret.push_back (sptr (Goals::VisitHero(h->id.getNum()).setisAbstract(true).sethero(hero)));
//go to the other hero if we are faster
ret.push_back (sptr (Goals::VisitHero(hero->id.getNum()).setisAbstract(true).sethero(h)));
//let the other hero come to us
}
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);
for(auto & creLevel : dwelling->creatures)
{
if(creLevel.first)
{
for(auto & creatureID : creLevel.second)
{
auto creature = VLC->creh->creatures[creatureID];
if (ai->freeResources().canAfford(creature->cost))
objs.push_back(obj);
}
}
}
}
}
}
for(auto h : cb->getHeroesInfo())
{
for (auto obj : objs)
{ //find safe dwelling
auto pos = obj->visitablePos();
if (ai->isGoodForVisit(obj, h))
ret.push_back (sptr (Goals::VisitTile(pos).sethero(h)));
}
}
if (ai->canRecruitAnyHero()) //this is not stupid in early phase of game
ret.push_back (sptr(Goals::RecruitHero()));
if (ret.empty())
{
if (hero == ai->primaryHero() || value >= 1.1f)
ret.push_back (sptr(Goals::Explore()));
else //workaround to break loop - seemingly there are no ways to explore left
throw goalFulfilledException (sptr(Goals::GatherArmy(0).sethero(hero)));
}
return ret;
}
示例2: firstTileToGet
/*
this functions returns one target tile or invalid tile. We will use it to poll possible destinations
For ship construction etc, another function (goal?) is needed
*/
int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
{
int3 ret(-1, -1, -1);
int sourceSector = retrieveTile(h->visitablePos());
int destinationSector = retrieveTile(dst);
const Sector * src = &infoOnSectors[sourceSector];
const Sector * dest = &infoOnSectors[destinationSector];
if (sourceSector != destinationSector) //use ships, shipyards etc..
{
if (ai->isAccessibleForHero(dst, h)) //pathfinder can find a way using ships and gates if tile is not blocked by objects
return dst;
std::map<const Sector *, const Sector *> preds;
std::queue<const Sector *> sectorQueue;
sectorQueue.push(src);
while (!sectorQueue.empty())
{
const Sector * s = sectorQueue.front();
sectorQueue.pop();
for (int3 ep : s->embarkmentPoints)
{
Sector * neigh = &infoOnSectors[retrieveTile(ep)];
//preds[s].push_back(neigh);
if (!preds[neigh])
{
preds[neigh] = s;
sectorQueue.push(neigh);
}
}
}
if (!preds[dest])
{
//write("test.txt");
return ret;
//throw cannotFulfillGoalException(boost::str(boost::format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
}
std::vector<const Sector *> toTraverse;
toTraverse.push_back(dest);
while (toTraverse.back() != src)
{
toTraverse.push_back(preds[toTraverse.back()]);
}
if (preds[dest])
{
//TODO: would be nice to find sectors in loop
const Sector * sectorToReach = toTraverse.at(toTraverse.size() - 2);
if (!src->water && sectorToReach->water) //embark
{
//embark on ship -> look for an EP with a boat
auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
{
const TerrainTile * t = getTile(pos);
if (t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT)
{
if (retrieveTile(pos) == sectorToReach->id)
return true;
}
return false;
});
if (firstEP != src->embarkmentPoints.end())
{
return *firstEP;
}
else
{
//we need to find a shipyard with an access to the desired sector's EP
//TODO what about Summon Boat spell?
std::vector<const IShipyard *> shipyards;
for (const CGTownInstance * t : cb->getTownsInfo())
{
if (t->hasBuilt(BuildingID::SHIPYARD))
shipyards.push_back(t);
}
for (const CGObjectInstance * obj : ai->getFlaggedObjects())
{
if (obj->ID != Obj::TOWN) //towns were handled in the previous loop
{
if (const IShipyard * shipyard = IShipyard::castFrom(obj))
shipyards.push_back(shipyard);
}
}
shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard * shipyard) -> bool
{
return shipyard->shipyardStatus() != 0 || retrieveTile(shipyard->bestLocation()) != sectorToReach->id;
//.........这里部分代码省略.........
示例3: getAllPossibleSubgoals
TGoalVec GatherArmy::getAllPossibleSubgoals()
{
//get all possible towns, heroes and dwellings we may use
TGoalVec ret;
if(!hero.validAndSet())
{
return ret;
}
//TODO: include evaluation of monsters gather in calculation
for(auto t : cb->getTownsInfo())
{
auto waysToVisit = ai->ah->howToVisitObj(hero, t);
if(waysToVisit.size())
{
//grab army from town
if(!t->visitingHero && howManyReinforcementsCanGet(hero.get(), t))
{
if(!vstd::contains(ai->townVisitsThisWeek[hero], t))
vstd::concatenate(ret, waysToVisit);
}
//buy army in town
if (!t->visitingHero || t->visitingHero == hero.get(true))
{
std::vector<int> values = {
value,
(int)howManyReinforcementsCanBuy(t->getUpperArmy(), t),
(int)howManyReinforcementsCanBuy(hero.get(), t) };
int val = *std::min_element(values.begin(), values.end());
if (val)
{
auto goal = sptr(BuyArmy(t, val).sethero(hero));
if(!ai->ah->containsObjective(goal)) //avoid loops caused by reserving same objective twice
ret.push_back(goal);
else
logAi->debug("Can not buy army, because of ai->ah->containsObjective");
}
}
//build dwelling
//TODO: plan building over multiple turns?
//auto bid = ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK));
//Do not use below code for now, rely on generic Build. Code below needs to know a lot of town/resource context to do more good than harm
/*auto bid = ai->ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 1);
if (bid.is_initialized())
{
auto goal = sptr(BuildThis(bid.get(), t).setpriority(priority));
if (!ai->ah->containsObjective(goal)) //avoid loops caused by reserving same objective twice
ret.push_back(goal);
else
logAi->debug("Can not build a structure, because of ai->ah->containsObjective");
}*/
}
}
auto otherHeroes = cb->getHeroesInfo();
auto heroDummy = hero;
vstd::erase_if(otherHeroes, [heroDummy](const CGHeroInstance * h)
{
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
//.........这里部分代码省略.........