Trans RecoverSkill::run(BattleScene* bs, const UserOperation* uo) { const int rows = bs->getMapSet()->getHeight(); const int cols = bs->getMapSet()->getWidth(); UnitSet* units = bs->getUnitSet(); Unit* targetUnit; RatioRecoveryExp recoverExp(30); // 攻撃範囲の取得 const AttackRegion* reg = this->getAttackRegion(); MapMatrix* attackMat = reg->createAttackMatrix(uo->targetX, uo->targetY, rows, cols, 1); // 攻撃範囲内の位置 && 味方ユニットを探して回復 for (int ay = 0; ay < rows; ay++){ for (int ax = 0; ax < cols; ax++){ targetUnit = units->getUnit(ax, ay); if (attackMat->at(ax, ay) == 1 && targetUnit != nullptr && targetUnit->getPartyId() == uo->unit->getPartyId()) { int recover = targetUnit->recover(uo->unit, &recoverExp); printf("%d recover\n", recover); } } } return Trans::NEXT; }
bool AttackConfirmState::init(BattleScene* bs) { // Drawableの取得 mp_playerStatus = bs->getDrawable("attack_confirm_player_status"); mp_enemyStatus = bs->getDrawable("attack_confirm_enemy_status"); mp_choice = bs->getDrawable("attack_confirm_choices"); mp_menuCursor = bs->getDrawable("menu_cursor"); mp_yesText = bs->getDrawable("yes_text"); mp_noText = bs->getDrawable("no_text"); // 表示設定 mp_menuCursor->setPosition(535, 245); mp_menuCursor->setIsVisible(true); mp_playerStatus->setIsVisible(true); mp_enemyStatus->setIsVisible(true); mp_choice->setIsVisible(true); mp_yesText->setIsVisible(true); mp_noText->setIsVisible(true); // UnitSetの取得 UnitSet* units = bs->getUnitSet(); // ダメージの計算 //m_damage = units->calcSufferedDamage(m_selectedUnitId, m_targetUnitId); m_damage = units->baseDamage(m_selectedUnitId, m_targetUnitId); return true; }
//Return the unit with the given ID Unit& getUnit(int id) { auto it = std::find_if(units_.begin(), units_.end(), [id](const std::shared_ptr<Unit>& unit) { return unit->getId()==id; }); if(it == units_.end())throw std::invalid_argument("wrong id : unit "+ std::to_string(id)+" not found"); return *(it->get()); }
bool CheeseStrategies::StandardPlay::startTech(BWAPI::TechType tech) { UnitType techBuildingType = tech.whatResearches(); if (Broodwar->self()->completedUnitCount(techBuildingType) == 0) { return false; } UnitSet myUnits = BWAPI::Broodwar->self()->getUnits(); UnitSet::iterator it; BWAPI::Unit* techBuilding; for (it=myUnits.begin(); it!=myUnits.end(); it++) { if ((*it)->getType() == techBuildingType) { techBuilding = (*it); } } return techBuilding->research(tech); }
bool CheeseStrategies::StandardPlay::startUpgrade(BWAPI::UpgradeType upgrade) { UnitType upBuildingType = upgrade.whatUpgrades(); if (Broodwar->self()->completedUnitCount(upBuildingType) == 0) { return false; } UnitSet myUnits = BWAPI::Broodwar->self()->getUnits(); UnitSet::iterator it; BWAPI::Unit* upBuilding; for (it=myUnits.begin(); it!=myUnits.end(); it++) { if ((*it)->getType() == upBuildingType) { upBuilding = (*it); } } return upBuilding->upgrade(upgrade); }
//Return the number of units int size()const { return units_.size(); }
/// Updates the danger plots values to reflect threats across the map void CvDangerPlots::UpdateDanger(bool bPretendWarWithAllCivs, bool bIgnoreVisibility) { // danger plots have not been initialized yet, so no need to update if(!m_bArrayAllocated) return; // wipe out values int iGridSize = GC.getMap().numPlots(); CvAssertMsg(iGridSize == m_DangerPlots.size(), "iGridSize does not match number of DangerPlots"); for(int i = 0; i < iGridSize; i++) { m_DangerPlots[i].clear(); } //units we know from last turn UnitSet previousKnownUnits = m_knownUnits; m_knownUnits.clear(); CvPlayer& thisPlayer = GET_PLAYER(m_ePlayer); TeamTypes thisTeam = thisPlayer.getTeam(); // for each opposing civ for(int iPlayer = 0; iPlayer < MAX_PLAYERS; iPlayer++) { PlayerTypes ePlayer = (PlayerTypes)iPlayer; CvPlayer& loopPlayer = GET_PLAYER(ePlayer); TeamTypes eTeam = loopPlayer.getTeam(); if(!loopPlayer.isAlive()) continue; if(eTeam == thisTeam) continue; if(ShouldIgnorePlayer(ePlayer) && !bPretendWarWithAllCivs) continue; //for each unit int iLoop; CvUnit* pLoopUnit = NULL; for(pLoopUnit = loopPlayer.firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = loopPlayer.nextUnit(&iLoop)) { UpdateDangerSingleUnit(pLoopUnit, bIgnoreVisibility, true); } // for each city CvCity* pLoopCity; for(pLoopCity = loopPlayer.firstCity(&iLoop); pLoopCity != NULL; pLoopCity = loopPlayer.nextCity(&iLoop)) { if(ShouldIgnoreCity(pLoopCity, bIgnoreVisibility)) continue; #if defined(MOD_EVENTS_CITY_BOMBARD) bool bIndirectFireAllowed = false; int iRange = pLoopCity->getBombardRange(bIndirectFireAllowed); #else int iRange = GC.getCITY_ATTACK_RANGE(); #endif CvPlot* pCityPlot = pLoopCity->plot(); CvPlot* pLoopPlot = NULL; for(int iDX = -(iRange); iDX <= iRange; iDX++) { for(int iDY = -(iRange); iDY <= iRange; iDY++) { pLoopPlot = plotXYWithRangeCheck(pCityPlot->getX(), pCityPlot->getY(), iDX, iDY, iRange); if(!pLoopPlot || pLoopPlot == pCityPlot) continue; #if defined(MOD_EVENTS_CITY_BOMBARD) if (!bIndirectFireAllowed && !pCityPlot->canSeePlot(pLoopPlot, NO_TEAM, iRange, NO_DIRECTION)) continue; #endif AssignCityDangerValue(pLoopCity, pLoopPlot); } } } } // now compare the new known units with the previous known units for (UnitSet::iterator it = previousKnownUnits.begin(); it != previousKnownUnits.end(); ++it) { //might have made peace ... if (ShouldIgnorePlayer(it->first)) continue; if (m_knownUnits.find(*it) == m_knownUnits.end()) { CvUnit* pVanishedUnit = GET_PLAYER(it->first).getUnit(it->second); //it's still there, but moved out of sight - nevertheless count is, a human would do that as well //do not add it to the known units though, so next turn we will have forgotten about it if (pVanishedUnit) UpdateDangerSingleUnit(pVanishedUnit, true, false); } } int iPlotLoop; CvPlot* pPlot, *pAdjacentPlot; for(iPlotLoop = 0; iPlotLoop < GC.getMap().numPlots(); iPlotLoop++) { pPlot = GC.getMap().plotByIndexUnchecked(iPlotLoop); if(pPlot->isRevealed(thisTeam)) { //remember the plot based damage, but it depends on the unit's promotions also, so we won't apply it directly int iPlotDamage = 0; if (pPlot->getFeatureType() != NO_FEATURE) iPlotDamage += (GC.getFeatureInfo(pPlot->getFeatureType())->getTurnDamage()); if (pPlot->getTerrainType() != NO_FEATURE) iPlotDamage += (GC.getTerrainInfo(pPlot->getTerrainType())->getTurnDamage()); m_DangerPlots[iPlotLoop].m_bFlatPlotDamage = (iPlotDamage>0); ImprovementTypes eImprovement = pPlot->getRevealedImprovementType(thisTeam); if(eImprovement != NO_IMPROVEMENT && GC.getImprovementInfo(eImprovement)->GetNearbyEnemyDamage() > 0) { if(!ShouldIgnoreCitadel(pPlot, bIgnoreVisibility)) { for(int iI = 0; iI < NUM_DIRECTION_TYPES; iI++) { pAdjacentPlot = plotDirection(pPlot->getX(), pPlot->getY(), ((DirectionTypes)iI)); if(pAdjacentPlot != NULL) { m_DangerPlots[iPlotLoop].m_pCitadel = pPlot; } } } } } } // testing city danger values CvCity* pLoopCity; int iLoopCity = 0; for(pLoopCity = thisPlayer.firstCity(&iLoopCity); pLoopCity != NULL; pLoopCity = thisPlayer.nextCity(&iLoopCity)) { //adding danger would count each unit multiple times, is biased towards fast units //so we pretend they would all attack the city and tally up the damage //question is, what about our own defensive units in the area. should we count those as well? int iEvalRange = 4; int iThreatValue = 0; for(int iX = -iEvalRange; iX <= iEvalRange; iX++) for(int iY = -iEvalRange; iY <= iEvalRange; iY++) { CvPlot* pEvalPlot = plotXYWithRangeCheck(pLoopCity->getX(), pLoopCity->getY(), iX, iY, iEvalRange); if (pEvalPlot) { const CvUnit* pEnemy = pEvalPlot->getBestDefender(NO_PLAYER, thisPlayer.GetID(), NULL, true); if (pEnemy) { int iAttackerDamage = 0; //to be ignored iThreatValue += TacticalAIHelpers::GetSimulatedDamageFromAttackOnCity(pLoopCity,pEnemy,iAttackerDamage); } } } pLoopCity->SetThreatValue(iThreatValue); } m_bDirty = false; }