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C++ log::Logger类代码示例

本文整理汇总了C++中log::Logger的典型用法代码示例。如果您正苦于以下问题:C++ Logger类的具体用法?C++ Logger怎么用?C++ Logger使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了Logger类的15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: ScaleDamageAccounts

// TODO: Move credits array to HealthComponent.
void HealthComponent::ScaleDamageAccounts(float healthRestored) {
	if (healthRestored <= 0.0f) return;

	// Get total damage account and remember relevant clients.
	float totalAccreditedDamage = 0.0f;
	std::vector<Entity*> relevantClients;
	ForEntities<ClientComponent>([&](Entity& other, ClientComponent& client) {
		float clientDamage = entity.oldEnt->credits[other.oldEnt->s.number].value;
		if (clientDamage > 0.0f) {
			totalAccreditedDamage += clientDamage;
			relevantClients.push_back(&other);
		}
	});

	if (relevantClients.empty()) return;

	// Calculate account scale factor.
	float scale;
	if (healthRestored < totalAccreditedDamage) {
		scale = (totalAccreditedDamage - healthRestored) / totalAccreditedDamage;

		healthLogger.Debug("Scaling damage accounts of %i client(s) by %.2f.",
		                   relevantClients.size(), scale);
	} else {
		// Clear all accounts.
		scale = 0.0f;

		healthLogger.Debug("Clearing damage accounts of %i client(s).", relevantClients.size());
	}

	// Scale down or clear damage accounts.
	for (Entity* other : relevantClients) {
		entity.oldEnt->credits[other->oldEnt->s.number].value *= scale;
	}
}
开发者ID:Unvanquished,项目名称:Unvanquished,代码行数:36,代码来源:HealthComponent.cpp

示例2: GetLocationalDamageMod

float ArmorComponent::GetLocationalDamageMod(float angle, float height) {
	class_t pcl = (class_t)entity.oldEnt->client->ps.stats[STAT_CLASS];

	bool crouching = (entity.oldEnt->client->ps.pm_flags & PMF_DUCKED);

	for (int regionNum = 0; regionNum < g_numDamageRegions[pcl]; regionNum++) {
		damageRegion_t *region = &g_damageRegions[pcl][regionNum];

		// Ignore the non-locational pseudo region.
		if (region->nonlocational) continue;

		// Crouch state must match.
		if (region->crouch != crouching) continue;

		// Height must be within given range.
		if (height < region->minHeight || height > region->maxHeight) continue;

		// Angle must be within given range.
		if ((region->minAngle <= region->maxAngle && (angle < region->minAngle || angle > region->maxAngle)) ||
		    (region->minAngle >  region->maxAngle && (angle > region->maxAngle && angle < region->minAngle))) {
			continue;
		}

		armorLogger.Debug("Locational damage modifier of %.2f found for angle %.2f and height %.2f (%s).",
		                  region->modifier, angle, height, region->name);

		return region->modifier;
	}

	armorLogger.Debug("Locational damage modifier for angle %.2f and height %.2f not found.",
	                  angle, height);

	return 1.0f;
}
开发者ID:BlueMustache,项目名称:Unvanquished,代码行数:34,代码来源:ArmorComponent.cpp

示例3: ConsiderStop

void IgnitableComponent::ConsiderStop(int timeDelta) {
	if (!onFire) return;

	// Don't stop freshly (re-)ignited fires.
	if (igniteTime + MIN_BURN_TIME > level.time) {
		fireLogger.Debug("(Re-)Ignited %i ms ago, skipping stop check.", level.time - igniteTime);

		return;
	}

	float burnStopChance = STOP_CHANCE;

	// Lower burn stop chance if there are other burning entities nearby.
	ForEntities<IgnitableComponent>([&](Entity &other, IgnitableComponent &ignitable){
		if (&other == &entity) return;
		if (!ignitable.onFire) return;
		if (G_Distance(other.oldEnt, entity.oldEnt) > STOP_RADIUS) return;

		float frac = G_Distance(entity.oldEnt, other.oldEnt) / STOP_RADIUS;
		float mod  = frac * 1.0f + (1.0f - frac) * STOP_CHANCE;

		burnStopChance *= mod;
	});

	// Attempt to stop burning.
	if (random() < burnStopChance) {
		fireLogger.Debug("Stopped burning (chance was %.0f%%)", burnStopChance * 100.0f);

		entity.Extinguish(0);
		return;
	} else {
		fireLogger.Debug("Didn't stop burning (chance was %.0f%%)", burnStopChance * 100.0f);
	}
}
开发者ID:TilmanGriesel,项目名称:Unvanquished,代码行数:34,代码来源:IgnitableComponent.cpp

示例4: ConsiderSpread

void IgnitableComponent::ConsiderSpread(int timeDelta) {
	if (!onFire) return;
	if (level.time < spreadAt) return;

	fireLogger.Notice("Trying to spread.");

	ForEntities<IgnitableComponent>([&](Entity &other, IgnitableComponent &ignitable){
		if (&other == &entity) return;

		// Don't re-ignite.
		if (ignitable.onFire) return;

		// TODO: Use LocationComponent.
		float distance = G_Distance(other.oldEnt, entity.oldEnt);

		if (distance > SPREAD_RADIUS) return;

		float distanceFrac = distance / SPREAD_RADIUS;
		float distanceMod  = 1.0f - distanceFrac;
		float spreadChance = distanceMod;

		if (random() < spreadChance) {
			if (G_LineOfSight(entity.oldEnt, other.oldEnt) && other.Ignite(fireStarter)) {
				fireLogger.Notice("Ignited a neighbour, chance to do so was %.0f%%.",
				                  spreadChance*100.0f);
			}
		}
	});

	// Don't spread again until re-ignited.
	spreadAt = INT_MAX;
}
开发者ID:BlueMustache,项目名称:Unvanquished,代码行数:32,代码来源:IgnitableComponent.cpp

示例5: HandleIgnite

void IgnitableComponent::HandleIgnite(gentity_t* fireStarter) {
	if (!fireStarter) {
		// TODO: Find out why this happens.
		fireLogger.Notice("Received ignite message with no fire starter.");
	}

	if (level.time < immuneUntil) {
		fireLogger.Debug("Not ignited: Immune against fire.");

		return;
	}

	// Refresh ignite time even if already burning.
	igniteTime = level.time;

	if (!onFire) {
		onFire = true;
		this->fireStarter = fireStarter;

		fireLogger.Debug("Ignited.");
	} else {
		if (alwaysOnFire && !this->fireStarter) {
			// HACK: Igniting an alwaysOnFire entity will initialize the fire starter.
			this->fireStarter = fireStarter;

			fireLogger.Debug("Firestarter initialized.");
		} else {
			fireLogger.Debug("Re-Ignited.");
		}
	}
}
开发者ID:TilmanGriesel,项目名称:Unvanquished,代码行数:31,代码来源:IgnitableComponent.cpp

示例6: TargetValid

bool TurretComponent::TargetValid(Entity& target, bool newTarget) {
	if (!target.Get<ClientComponent>() ||
	    target.Get<SpectatorComponent>() ||
	    Entities::IsDead(target) ||
	    (target.oldEnt->flags & FL_NOTARGET) ||
	    !Entities::OnOpposingTeams(entity, target) ||
	    G_Distance(entity.oldEnt, target.oldEnt) > range ||
	    !trap_InPVS(entity.oldEnt->s.origin, target.oldEnt->s.origin)) {

		if (!newTarget) {
			turretLogger.Verbose("Target lost: Out of range or eliminated.");
		}

		return false;
	}

	// New targets require a line of sight.
	if (G_LineOfFire(entity.oldEnt, target.oldEnt)) {
		lastLineOfSightToTarget = level.time;
	} else if (newTarget) {
		return false;
	}

	// Give up on an existing target if there was no line of sight for a while.
	if (lastLineOfSightToTarget + GIVEUP_TARGET_TIME <= level.time) {
		turretLogger.Verbose("Giving up on target: No line of sight for %d ms.",
			level.time - lastLineOfSightToTarget
		);

		return false;
	}

	return true;
}
开发者ID:Unvanquished,项目名称:Unvanquished,代码行数:34,代码来源:TurretComponent.cpp

示例7: ConsiderStop

void IgnitableComponent::ConsiderStop(int timeDelta) {
	if (!onFire) return;

	// Don't stop freshly (re-)ignited fires.
	if (igniteTime + MIN_BURN_TIME > level.time) {
		fireLogger.DoDebugCode([&]{
			int elapsed   = level.time - igniteTime;
			int remaining = MIN_BURN_TIME - elapsed;
			fireLogger.Debug("Burning for %.1fs, skipping stop check for another %.1fs.",
			                 (float)elapsed/1000.0f, (float)remaining/1000.0f);
		});

		return;
	}

	float averagePostMinBurnTime = BASE_AVERAGE_BURN_TIME - MIN_BURN_TIME;

	// Increase average burn time dynamically for burning entities in range.
	ForEntities<IgnitableComponent>([&](Entity &other, IgnitableComponent &ignitable){
		if (&other == &entity) return;
		if (!ignitable.onFire) return;

		// TODO: Use LocationComponent.
		float distance = G_Distance(other.oldEnt, entity.oldEnt);

		if (distance > EXTRA_BURN_TIME_RADIUS) return;

		float distanceFrac = distance / EXTRA_BURN_TIME_RADIUS;
		float distanceMod  = 1.0f - distanceFrac;

		averagePostMinBurnTime += EXTRA_AVERAGE_BURN_TIME * distanceMod;
	});

	// The burn stop chance follows an exponential distribution.
	float lambda = 1.0f / averagePostMinBurnTime;
	float burnStopChance = 1.0f - std::exp(-1.0f * lambda * (float)timeDelta);

	float averageTotalBurnTime = averagePostMinBurnTime + (float)MIN_BURN_TIME;

	// Attempt to stop burning.
	if (random() < burnStopChance) {
		fireLogger.Notice("Stopped burning after %.1fs, target average lifetime was %.1fs.",
		                  (float)(level.time - igniteTime) / 1000.0f, averageTotalBurnTime / 1000.0f);

		entity.Extinguish(0);
		return;
	} else {
		fireLogger.Debug("Burning for %.1fs, target average lifetime is %.1fs.",
		                 (float)(level.time - igniteTime) / 1000.0f, averageTotalBurnTime / 1000.0f);
	}
}
开发者ID:BlueMustache,项目名称:Unvanquished,代码行数:51,代码来源:IgnitableComponent.cpp

示例8: ResetDirection

void TurretComponent::ResetDirection() {
	directionToTarget = baseDirection;

	turretLogger.Verbose("Target direction reset. New direction: %s.",
		Utility::Print(directionToTarget)
	);
}
开发者ID:jaytersen,项目名称:Unvanquished,代码行数:7,代码来源:TurretComponent.cpp

示例9: HandleDie

void AlienBuildableComponent::HandleDie(gentity_t* killer, meansOfDeath_t meansOfDeath) {
	entity.oldEnt->powered = false;

	// Warn if in main base and there's an overmind.
	gentity_t *om;
	if ((om = G_ActiveOvermind()) && om != entity.oldEnt && level.time > om->warnTimer
			&& G_InsideBase(entity.oldEnt, true) && G_IsWarnableMOD(meansOfDeath)) {
		om->warnTimer = level.time + ATTACKWARN_NEARBY_PERIOD;
		G_BroadcastEvent(EV_WARN_ATTACK, 0, TEAM_ALIENS);
		Beacon::NewArea(BCT_DEFEND, entity.oldEnt->s.origin, entity.oldEnt->buildableTeam);
	}

	// Set blast timer.
	int blastDelay = 0;
	if (entity.oldEnt->spawned && GetBuildableComponent().GetHealthComponent().Health() /
			GetBuildableComponent().GetHealthComponent().MaxHealth() > -1.0f) {
		blastDelay += GetBlastDelay();
	}

	alienBuildableLogger.Debug("Alien buildable dies, will blast in %i ms.", blastDelay);

	GetBuildableComponent().SetState(BuildableComponent::PRE_BLAST);

	GetBuildableComponent().REGISTER_THINKER(Blast, ThinkingComponent::SCHEDULER_BEFORE, blastDelay);
}
开发者ID:BlueMustache,项目名称:Unvanquished,代码行数:25,代码来源:AlienBuildableComponent.cpp

示例10: HandleDie

void ResourceStorageComponent::HandleDie(gentity_t* killer, meansOfDeath_t meansOfDeath) {
	// TODO: Add TeamComponent and/or Utility::Team.
	team_t team           = entity.oldEnt->buildableTeam;
	float  storedFraction = GetStoredFraction();

	// Removes some of the owner's team's build points, proportional to the amount this structure
	// acquired and the amount of health lost (before deconstruction).
	float loss = (1.0f - entity.oldEnt->deconHealthFrac) * storedFraction *
	             level.team[team].buildPoints * g_buildPointLossFraction.value;

	resourceStorageLogger.Notice(
		"A resource storage died, removing %.0f BP from the team's pool "
		"(%.1f × %.0f%% stored × %.0f%% health lost × %.0f total).",
		loss, g_buildPointLossFraction.value, 100.0f * storedFraction,
		100.0f * (1.0f - entity.oldEnt->deconHealthFrac), level.team[team].buildPoints
	);

	G_ModifyBuildPoints(team, -loss);

	// Main structures keep their account of acquired build points across lifecycles, it's saved
	// in a per-team variable and copied over to the ResourceStorageComponent whenever it's modified.
	if (!entity.Get<MainBuildableComponent>()) {
		G_ModifyTotalBuildPointsAcquired(team, -acquiredBuildPoints);
	}

	acquiredBuildPoints = 0.0f;
}
开发者ID:BlueMustache,项目名称:Unvanquished,代码行数:27,代码来源:ResourceStorageComponent.cpp

示例11: G_RGSPredictEfficiencyDelta

/**
 * @brief Predict the total efficiency gain for a team when a miner is constructed at a given point.
 * @return Predicted efficiency delta in percent points.
 * @todo Consider RGS set for deconstruction.
 */
float G_RGSPredictEfficiencyDelta(vec3_t origin, team_t team) {
	float delta = G_RGSPredictOwnEfficiency(origin);

	buildpointLogger.Debug("Predicted efficiency of new miner itself: %f.", delta);

	ForEntities<MiningComponent>([&] (Entity& miner, MiningComponent& miningComponent) {
		if (G_Team(miner.oldEnt) != team) return;

		delta += RGSPredictEfficiencyLoss(miner, origin);
	});

	buildpointLogger.Debug("Predicted efficiency delta: %f. Build point delta: %f.", delta,
	                       delta * g_buildPointBudgetPerMiner.value);

	return delta;
}
开发者ID:jaytersen,项目名称:Unvanquished,代码行数:21,代码来源:sg_buildpoints.cpp

示例12: HandleDamage

// TODO: Consider location as well as direction when both given.
void KnockbackComponent::HandleDamage(float amount, gentity_t* source, Util::optional<Vec3> location,
                                      Util::optional<Vec3> direction, int flags, meansOfDeath_t meansOfDeath) {
	if (!(flags & DAMAGE_KNOCKBACK)) return;
	if (amount <= 0.0f) return;

	if (!direction) {
		knockbackLogger.Warn("Received damage message with knockback flag set but no direction.");
		return;
	}

	if (Math::Length(direction.value()) == 0.0f) {
		knockbackLogger.Warn("Attempt to do knockback with null vector direction.");
		return;
	}

	// TODO: Remove dependency on client.
	gclient_t *client = entity.oldEnt->client;
	assert(client);

	// Check for immunity.
	if (client->noclip) return;
	if (client->sess.spectatorState != SPECTATOR_NOT) return;

	float mass = (float)BG_Class(client->ps.stats[ STAT_CLASS ])->mass;

	if (mass <= 0.0f) {
		knockbackLogger.Warn("Attempt to do knockback against target with no mass, assuming normal mass.");
		mass = KNOCKBACK_NORMAL_MASS;
	}

	float massMod  = Math::Clamp(KNOCKBACK_NORMAL_MASS / mass, KNOCKBACK_MIN_MASSMOD, KNOCKBACK_MAX_MASSMOD);
	float strength = amount * DAMAGE_TO_KNOCKBACK * massMod;

	// Change client velocity.
	Vec3 clientVelocity = Vec3::Load(client->ps.velocity);
	clientVelocity += Math::Normalize(direction.value()) * strength;
	clientVelocity.Store(client->ps.velocity);

	// Set pmove timer so that the client can't cancel out the movement immediately.
	if (!client->ps.pm_time) {
		client->ps.pm_time = KNOCKBACK_PMOVE_TIME;
		client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
	}

	knockbackLogger.Debug("Knockback: client: %i, strength: %.1f (massMod: %.1f).",
	                      entity.oldEnt->s.number, strength, massMod);
}
开发者ID:BlueMustache,项目名称:Unvanquished,代码行数:48,代码来源:KnockbackComponent.cpp

示例13: SetHealth

void HealthComponent::SetHealth(float health) {
	Math::Clamp(health, FLT_EPSILON, maxHealth);

	healthLogger.Debug("Changing health: %3.1f → %3.1f.", this->health, health);

	ScaleDamageAccounts(health - this->health);
	HealthComponent::health = health;
}
开发者ID:Unvanquished,项目名称:Unvanquished,代码行数:8,代码来源:HealthComponent.cpp

示例14: GetNonLocationalDamageMod

float ArmorComponent::GetNonLocationalDamageMod() {
	class_t pcl = (class_t)entity.oldEnt->client->ps.stats[STAT_CLASS];

	for (int regionNum = 0; regionNum < g_numDamageRegions[pcl]; regionNum++) {
		damageRegion_t *region = &g_damageRegions[pcl][regionNum];

		if (!region->nonlocational) continue;

		armorLogger.Debug("Found non-locational damage modifier of %.2f.", region->modifier);

		return region->modifier;
	}

	armorLogger.Debug("No non-locational damage modifier found.");

	return 1.0f;
}
开发者ID:BlueMustache,项目名称:Unvanquished,代码行数:17,代码来源:ArmorComponent.cpp

示例15: ResetPitch

void TurretComponent::ResetPitch() {
	Vec3 targetRelativeAngles = relativeAimAngles;
	targetRelativeAngles[PITCH] = 0.0f;

	directionToTarget = RelativeAnglesToDirection(targetRelativeAngles);

	turretLogger.Debug("Target pitch reset. New direction: %s.", directionToTarget);
}
开发者ID:Unvanquished,项目名称:Unvanquished,代码行数:8,代码来源:TurretComponent.cpp


注:本文中的log::Logger类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。