本文整理汇总了Java中net.sf.freecol.common.model.Tile.getGame方法的典型用法代码示例。如果您正苦于以下问题:Java Tile.getGame方法的具体用法?Java Tile.getGame怎么用?Java Tile.getGame使用的例子?那么恭喜您, 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net.sf.freecol.common.model.Tile
的用法示例。
在下文中一共展示了Tile.getGame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Java代码示例。
示例1: transform
import net.sf.freecol.common.model.Tile; //导入方法依赖的package包/类
@Override
public void transform(Tile t) {
if (!t.isLand()
|| t.hasSettlement()
|| nativeNation == null) return;
UnitType skill = first(((IndianNationType)nativeNation.getType())
.getSkills()).getObject();
Player nativePlayer = getGame().getPlayerByNation(nativeNation);
if (nativePlayer == null) return;
String name = nativePlayer.getSettlementName(null);
ServerIndianSettlement sis
= new ServerIndianSettlement(t.getGame(),
nativePlayer, name, t, false, skill, null);
nativePlayer.addSettlement(sis);
sis.placeSettlement(true);
sis.addUnits(null);
logger.info("Add settlement " + sis.getName() + " to tile " + t);
}
示例2: createResource
import net.sf.freecol.common.model.Tile; //导入方法依赖的package包/类
/**
* Create a random resource on a tile.
*
* @param tile The {@code Tile} to create the resource on.
* @return The created resource, or null if it is not possible.
*/
private Resource createResource(Tile tile) {
if (tile == null) return null;
ResourceType resourceType = RandomChoice.getWeightedRandom(null, null,
tile.getType().getResourceTypes(), random);
if (resourceType == null) return null;
int minValue = resourceType.getMinValue();
int maxValue = resourceType.getMaxValue();
int quantity = (minValue == maxValue) ? maxValue
: (minValue + randomInt(logger, "Rsiz", random,
maxValue - minValue + 1));
return new Resource(tile.getGame(), tile, resourceType, quantity);
}
示例3: makeLostCityRumours
import net.sf.freecol.common.model.Tile; //导入方法依赖的package包/类
/**
* Make lost city rumours on the given map.
*
* The number of rumours depends on the map size.
*
* @param map The {@code Map} to use.
* @param importMap An optional {@code Map} to import from.
* @param lb A {@code LogBuilder} to log to.
*/
private void makeLostCityRumours(Map map, Map importMap, LogBuilder lb) {
final Game game = map.getGame();
final boolean importRumours = game.getMapGeneratorOptions()
.getBoolean(MapGeneratorOptions.IMPORT_RUMOURS);
if (importMap != null && importRumours) {
// Rumours were read from the import game, no need to do more
return;
}
final int rumourNumber = game.getMapGeneratorOptions()
.getRange(MapGeneratorOptions.RUMOUR_NUMBER);
int number = getApproximateLandCount(game) / rumourNumber;
int counter = 0;
// FIXME: Remove temporary fix:
if (importMap != null) {
number = map.getWidth() * map.getHeight() * 25 / (100 * 35);
}
for (int i = 0; i < number; i++) {
for (int tries = 0; tries < 100; tries++) {
Tile t = map.getRandomLandTile(random);
if (t.isPolar()) continue; // No polar lost cities
if (t.isLand() && !t.hasLostCityRumour()
&& !t.hasSettlement() && t.getUnitCount() == 0) {
LostCityRumour r = new LostCityRumour(t.getGame(), t);
if (r.chooseType(null, random)
== LostCityRumour.RumourType.MOUNDS
&& t.getOwningSettlement() != null) {
r.setType(LostCityRumour.RumourType.MOUNDS);
}
t.addLostCityRumour(r);
counter++;
break;
}
}
}
lb.add("Created ", counter,
" lost city rumours of maximum ", number, ".\n");
}
示例4: perhapsAddBonus
import net.sf.freecol.common.model.Tile; //导入方法依赖的package包/类
/**
* Adds a terrain bonus with a probability determined by the
* {@code MapGeneratorOptions}.
*
* @param t The {@code Tile} to add bonuses to.
* @param generateBonus Generate the bonus or not.
*/
private void perhapsAddBonus(Tile t, boolean generateBonus) {
final Game game = t.getGame();
final OptionGroup mapOptions = game.getMapGeneratorOptions();
final Specification spec = game.getSpecification();
TileImprovementType fishBonusLandType
= spec.getTileImprovementType("model.improvement.fishBonusLand");
TileImprovementType fishBonusRiverType
= spec.getTileImprovementType("model.improvement.fishBonusRiver");
final int bonusNumber
= mapOptions.getRange(MapGeneratorOptions.BONUS_NUMBER);
if (t.isLand()) {
if (generateBonus
&& randomInt(logger, "Land Resource", random, 100) < bonusNumber) {
// Create random Bonus Resource
t.addResource(createResource(t));
}
} else {
int adjacentLand = 0;
boolean adjacentRiver = false;
for (Direction direction : Direction.values()) {
Tile otherTile = t.getNeighbourOrNull(direction);
if (otherTile != null && otherTile.isLand()) {
adjacentLand++;
if (otherTile.hasRiver()) {
adjacentRiver = true;
}
}
}
// In Col1, ocean tiles with less than 3 land neighbours
// produce 2 fish, all others produce 4 fish
if (adjacentLand > 2) {
t.add(new TileImprovement(game, t, fishBonusLandType, null));
}
// In Col1, the ocean tile in front of a river mouth would
// get an additional +1 bonus
// FIXME: This probably has some false positives, means
// river tiles that are NOT a river mouth next to this tile!
if (!t.hasRiver() && adjacentRiver) {
t.add(new TileImprovement(game, t, fishBonusRiverType, null));
}
if (t.getType().isHighSeasConnected()) {
if (generateBonus && adjacentLand > 1
&& randomInt(logger, "Sea resource", random,
10 - adjacentLand) == 0) {
t.addResource(createResource(t));
}
} else {
if (randomInt(logger, "Water resource", random, 100) < bonusNumber) {
// Create random Bonus Resource
t.addResource(createResource(t));
}
}
}
}