本文整理汇总了C++中memberlist::iterator::ModifyMatchmakerRating方法的典型用法代码示例。如果您正苦于以下问题:C++ iterator::ModifyMatchmakerRating方法的具体用法?C++ iterator::ModifyMatchmakerRating怎么用?C++ iterator::ModifyMatchmakerRating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memberlist::iterator
的用法示例。
在下文中一共展示了iterator::ModifyMatchmakerRating方法的4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: OfflineMemberLost
void ArenaTeam::OfflineMemberLost(uint64 guid, uint32 againstMatchmakerRating, int32 MatchmakerRatingChange)
{
// Called for offline player after ending rated arena match!
for (MemberList::iterator itr = Members.begin(); itr != Members.end(); ++itr)
{
if (itr->Guid == guid)
{
// update personal rating
int32 mod = GetRatingMod(itr->PersonalRating, againstMatchmakerRating, false);
itr->ModifyPersonalRating(NULL, mod, GetType());
// update matchmaker rating
itr->ModifyMatchmakerRating(MatchmakerRatingChange, GetSlot());
// update personal played stats
itr->WeekGames += 1;
itr->SeasonGames += 1;
return;
}
}
}
示例2: OfflineMemberLost
void ArenaTeam::OfflineMemberLost(uint64 guid, uint32 againstMatchmakerRating, int32 teamratingchange)
{
// called for offline player after ending rated arena match!
for (MemberList::iterator itr = m_members.begin(); itr != m_members.end(); ++itr)
{
if (itr->guid == guid)
{
// update personal rating
int32 mod = GetPersonalRatingMod(teamratingchange, itr->personal_rating, (m_stats.rating - teamratingchange));
itr->ModifyPersonalRating(NULL, mod, GetSlot());
// update matchmaker rating
mod = GetRatingMod(itr->matchmaker_rating, againstMatchmakerRating, false, true);
itr->ModifyMatchmakerRating(mod, GetSlot());
// update personal played stats
itr->games_week +=1;
itr->games_season +=1;
return;
}
}
}
示例3: MemberLost
void ArenaTeam::MemberLost(Player * plr, uint32 againstRating)
{
// called for each participant of a match after losing
for(MemberList::iterator itr = m_members.begin(); itr != m_members.end(); ++itr)
{
if (itr->guid == plr->GetObjectGuid())
{
// update personal rating
float chance = GetChanceAgainst(itr->personal_rating, againstRating);
float K = (itr->personal_rating < 1000) ? 48.0f : 32.0f;
// calculate the rating modification (ELO system with k=32 or k=48 if rating<1000)
int32 mod = (int32)ceil(K * (0.0f - chance));
if(againstRating <= sWorld.getConfig(CONFIG_UINT32_LOSERNOCHANGE) || itr->personal_rating <= sWorld.getConfig(CONFIG_UINT32_LOSERNOCHANGE))
mod = 0;
else if (itr->personal_rating <= sWorld.getConfig(CONFIG_UINT32_LOSERHALFCHANGE))
mod /= 2;
itr->ModifyPersonalRating(plr, mod, GetSlot());
// update matchmaker rating
chance = GetChanceAgainst(itr->matchmaker_rating, againstRating);
K = (itr->matchmaker_rating < 1000) ? 48.0f : 32.0f;
// calculate the rating modification (ELO system with k=32 or k=48 if rating<1000)
mod = (int32)ceil(K * (0.0f - chance));
itr->ModifyMatchmakerRating(plr,mod,GetType());
// update personal played stats
itr->games_week += 1;
itr->games_season += 1;
// update the unit fields
plr->SetArenaTeamInfoField(GetSlot(), ARENA_TEAM_GAMES_WEEK, itr->games_week);
plr->SetArenaTeamInfoField(GetSlot(), ARENA_TEAM_GAMES_SEASON, itr->games_season);
return;
}
}
}
示例4: MemberWon
void ArenaTeam::MemberWon(Player* player, uint32 againstMatchmakerRating, int32 MatchmakerRatingChange)
{
// called for each participant after winning a match
for (MemberList::iterator itr = Members.begin(); itr != Members.end(); ++itr)
{
if (itr->Guid == player->GetGUID())
{
// update personal rating
int32 mod = GetRatingMod(itr->PersonalRating, againstMatchmakerRating, true);
itr->ModifyPersonalRating(player, mod, GetSlot());
// update matchmaker rating
itr->ModifyMatchmakerRating(MatchmakerRatingChange, GetSlot());
// update personal stats
itr->WeekGames +=1;
itr->SeasonGames +=1;
itr->SeasonWins += 1;
itr->WeekWins += 1;
// update unit fields
player->SetArenaTeamInfoField(GetSlot(), ARENA_TEAM_GAMES_WEEK, itr->WeekGames);
player->SetArenaTeamInfoField(GetSlot(), ARENA_TEAM_GAMES_SEASON, itr->SeasonGames);
return;
//////////////////////////////////////////////////////
// //
// CATACLYSM ARENA SYSTEM //
// Winners receive fixed amount of Conquest Points //
// //
// Losers, only Shame //
// //
//////////////////////////////////////////////////////
bool CapReached;
switch (player->GetCurrency(390)) // Checks if Soft Cap has been reached, if yes, do not earn anymore points.
{
case 1343:
case 1940:
case 2533:
case 2849:
case 2964:
case 3000:
CapReached = true;
default:
CapReached = false;
}
if (CapReached == false) // if not go ahead.
{
player->ModifyCurrency(390, 268.6f);
// Conquest Point Soft Cap System - based on Personal Rating
uint32 OldPoints = player->GetCurrency(390);
uint32 OldRating = player->GetArenaPersonalRating(GetSlot());
uint32 NewPoints = OldPoints;
uint32 NewRating = OldRating;
// First Check, points - Total Conquest Points cannot exceed the Soft Cap, So:
if (OldRating <=1500 && OldPoints >= 1343) // If this happens..
{
NewPoints = 1343; // ..set points = Soft Cap, and set CapReached=1,
// so player cannot earn anymore points until next week
// Second Check, rating - Rating has to remain the same
// for all the week, when a new week starts, rating can raise
// THIS IS TO AVOID RATING RAISING IN THE SAME WEEK.
// TODO: RATING RAISE WITHOUT EARNING POINTS.
if (Stats.WeekGames != 0 && OldRating > 1500)
NewRating = 1500;
}
// The same happens for all other brackets
if ((OldRating > 1500 && OldRating < 1800) && OldPoints > 1940)
{
NewPoints=1940;
if (Stats.WeekGames != 0 && OldRating > 1800)
NewRating = 1800;
}
if ((OldRating > 1800 && OldRating < 2100) && OldPoints > 2533)
{
NewPoints = 2533;
if (Stats.WeekGames != 0 && OldRating > 2100)
NewRating = 2100;
}
if ((OldRating > 2100 && OldRating < 2400) && OldPoints > 2849)
{
NewPoints = 2849;
if (Stats.WeekGames != 0 && OldRating > 2400)
NewRating = 2400;
}
if ((OldRating > 2400 && OldRating < 2700) && OldPoints > 2964)
{
NewPoints = 2964;
if (Stats.WeekGames != 0 && OldRating > 3000)
//.........这里部分代码省略.........