本文整理汇总了Java中net.sf.freecol.server.ai.MissionAIPlayer类的典型用法代码示例。如果您正苦于以下问题:Java MissionAIPlayer类的具体用法?Java MissionAIPlayer怎么用?Java MissionAIPlayer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。
MissionAIPlayer类属于net.sf.freecol.server.ai包,在下文中一共展示了MissionAIPlayer类的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Java代码示例。
示例1: scoreSettlementPath
import net.sf.freecol.server.ai.MissionAIPlayer; //导入依赖的package包/类
/**
* Scores a potential attack on a settlement.
*
* Do not cheat and look inside the settlement.
* Just use visible facts about it.
*
* FIXME: if we are the REF and there is a significant Tory
* population inside, assume traitors have briefed us.
*
* @param aiUnit The {@code AIUnit} to do the mission.
* @param path The {@code PathNode} to take to the settlement.
* @param settlement The {@code Settlement} to attack.
* @return A score of the desirability of the mission.
*/
private static int scoreSettlementPath(AIUnit aiUnit, PathNode path,
Settlement settlement) {
if (invalidSettlementReason(aiUnit, settlement) != null) {
return Integer.MIN_VALUE;
}
final Unit unit = aiUnit.getUnit();
final CombatModel combatModel = unit.getGame().getCombatModel();
int value = 1020;
value -= path.getTotalTurns() * 100;
final double off = combatModel.getOffencePower(unit, settlement);
value += (int)Math.round(off * 50);
value = settlement.calculateSettlementValue(value, unit);
return ((MissionAIPlayer)aiUnit.getAIOwner()).adjustMission(
aiUnit, path, UnitSeekAndDestroyMission.class, value);
}
示例2: scorePath
import net.sf.freecol.server.ai.MissionAIPlayer; //导入依赖的package包/类
/**
* Evaluate allocating a unit to the defence of a settlement.
*
* @param aiUnit The {@code AIUnit} that is to defend.
* @param path A {@code PathNode} to take to the settlement.
* @return A value for such a mission.
*/
public static int scorePath(AIUnit aiUnit, PathNode path) {
final Location loc = extractTarget(aiUnit, path);
return (loc instanceof Settlement)
? ((MissionAIPlayer)aiUnit.getAIOwner()).adjustMission(
aiUnit, path, DefendSettlementMission.class,
(int)(1000 * ((Settlement)loc).getDefenceRatio()
/ (path.getTotalTurns() + 1)))
: Integer.MIN_VALUE;
}
示例3: scoreUnitPath
import net.sf.freecol.server.ai.MissionAIPlayer; //导入依赖的package包/类
/**
* Scores a potential attack on a unit.
*
* @param aiUnit The {@code AIUnit} to do the mission.
* @param path The {@code PathNode} to take to the settlement.
* @param defender The {@code Unit} to attack.
* @return A score of the desirability of the mission.
*/
private static int scoreUnitPath(AIUnit aiUnit, PathNode path,
Unit defender) {
if (invalidUnitReason(aiUnit, defender) != null) {
return Integer.MIN_VALUE;
}
final Unit unit = aiUnit.getUnit();
final Tile tile = path.getLastNode().getTile();
final int turns = path.getTotalTurns();
final CombatModel combatModel = unit.getGame().getCombatModel();
final double off = combatModel.getOffencePower(unit, defender);
final double def = combatModel.getDefencePower(unit, defender);
if (tile == null || off <= 0) return Integer.MIN_VALUE;
int value = 1020 - turns * 100;
value += 100 * (off - def);
// Add a big bonus for treasure trains on the tile.
// Do not cheat and look at the value.
value += 1000 * count(tile.getUnits(),
u -> u.canCarryTreasure() && u.getTreasureAmount() > 0);
if (defender.isNaval()) {
if (tile.isLand()) value += 500; // Easy win
} else {
if (defender.hasAbility(Ability.EXPERT_SOLDIER)
&& !defender.isArmed()) value += 100;
}
return ((MissionAIPlayer)aiUnit.getAIOwner()).adjustMission(
aiUnit, path, UnitSeekAndDestroyMission.class, value);
}
示例4: getAIPlayer
import net.sf.freecol.server.ai.MissionAIPlayer; //导入依赖的package包/类
/**
* Convenience accessor for the owning AI player.
*
* @return The {@code AIPlayer}.
*/
protected final MissionAIPlayer getAIPlayer() {
return (MissionAIPlayer)getAIMain().getAIPlayer(getUnit().getOwner());
}