ContactProximityNotificationOptions::ContactProximityNotificationOptions(QWidget *parent) :
    QWidget(parent),
    ui(new Ui::ContactProximityNotificationOptions)
{
    ui->setupUi(this);
    reset();
    updateUnits(ui->spbDistance);
    updateUnits(ui->spbTreshold);
}
void ContactProximityNotificationOptions::onValueChanged(int AValue)
{
	Q_UNUSED(AValue)

    updateUnits(qobject_cast<QSpinBox *>(sender()));
    emit modified();
}
Esempio n. 3
0
File: fight.cpp Progetto: q4a/attal
void Fight::socketFight()
{
	switch( _socket->getCla2() ) {
	case C_FIGHT_INIT:
		logEE( "Should not happen (C_FIGHT_INIT in Fight)" );
		break;
	case C_FIGHT_CREATURE:
		_isCreature = true;
		setOpponent( _game->getLord( 0 ) );
		break;
	case C_FIGHT_LORD: {
		GenericLord * lord = _game->getLord( _socket->readChar() );
		lord->setBaseCharac( ATTACK, _socket->readChar() );
		lord->setBaseCharac( DEFENSE, _socket->readChar() );
		setOpponent( lord );
		} break;
	case C_FIGHT_CELL:
		socketFightCell();
		break;
	case C_FIGHT_UNIT: {
		uchar cla = _socket->readChar();
		uchar num = _socket->readChar();
		GenericFightUnit * unit = new GenericFightUnit();
		uchar race = _socket->readChar();
		uchar level = _socket->readChar();
		unit->setCreature( race, level );
		unit->setNumber( _socket->readInt() );
		unit->setMove( _socket->readChar() );
		unit->setHealth( _socket->readInt() );
		setUnit( unit, (CLASS_FIGHTER)cla, num );
		} break;
	case C_FIGHT_MODUNIT:
		socketFightModify();
		break;
	case C_FIGHT_MOVE:
		socketFightMove();
		break;
	case C_FIGHT_ENDMOVE:
		_isActive = false;
		_map->clearPath();
		break;
	case C_FIGHT_ACTIVE:{
		uchar cla = _socket->readChar();
		uchar num = _socket->readChar();
		setActive( (CLASS_FIGHTER)cla, num );
	}
		break;
	case C_FIGHT_DAMAGE:
		socketFightDamage();
		break;
	case C_FIGHT_END: {
		updateUnits();
		showFightResults( _socket->readChar() );
		emit sig_quit();
		}
		break;
	}
}
    void msPhysicalInterface::setUnits(boost::shared_ptr<msUnitsManager> units){
        
        LOGGER_ENTER_FUNCTION_DBG("void msPhysicalInterface::setUnits(boost::shared_ptr<msUnitsManager> units)", getFullId());
        msUnitsManager old;
        old.set( Units->getExpression() );
        
        msTreeMapper::update<msUnitsManager>( Units , units);
        units->addObjectUsingMe( boost::static_pointer_cast<msPhysicalInterface>( mySharedPtr() ) );
	LOGGER_WRITE(msLogger::DEBUG, "Number of objects using the units: " + output::getString<size_t>(getUnits()->LinkedObjects.size()));
        updateUnits(old,*units);
	
	LOGGER_EXIT_FUNCTION2("void msPhysicalInterface::setUnits(boost::shared_ptr<msUnitsManager> units)");        
    }
Esempio n. 5
0
File: fight.cpp Progetto: q4a/attal
void Fight::fightEnd( uchar result )
{
	updateUnits();
	_result.fromUChar( result );
	//showFightResults();
	
	emit sig_showResults();
	
	stopDataTimer();
	
	stopAnimTimer();

	emit sig_quit();
}
void 
Squad::update()
{
	// update all necessary unit information within this squad
	updateUnits();

	// determine whether or not we should regroup
	const bool needToRegroup(needsToRegroup());
	
	// draw some debug info
	if (Options::Debug::DRAW_UALBERTABOT_DEBUG && order.type == SquadOrder::Attack) 
	{
		BWAPI::Broodwar->drawTextScreen(200, 330, "%s", regroupStatus.c_str());

		BWAPI::Unit * closest = unitClosestToEnemy();
		if (closest && (BWAPI::Broodwar->getFrameCount() % 24 == 0))
		{
			BWAPI::Broodwar->setScreenPosition(closest->getPosition().x() - 320, closest->getPosition().y() - 200);
		}
	}

	// if we do need to regroup, do it
	if (needToRegroup)
	{
		InformationManager::Instance().lastFrameRegroup = 1;

		const BWAPI::Position regroupPosition(calcRegroupPosition());
		BWAPI::Broodwar->drawTextScreen(200, 150, "REGROUP");

		BWAPI::Broodwar->drawCircleMap(regroupPosition.x(), regroupPosition.y(), 30, BWAPI::Colors::Purple, true);

		meleeManager.regroup(regroupPosition);
		rangedManager.regroup(regroupPosition);
	}
	else // otherwise, execute micro
	{
		InformationManager::Instance().lastFrameRegroup = 1;

		meleeManager.execute(order);
		rangedManager.execute(order);
		transportManager.execute(order);

		detectorManager.setUnitClosestToEnemy(unitClosestToEnemy());
		detectorManager.execute(order);
	}
}
Esempio n. 7
0
void SoilTypePage::setModel(SiteResponseModel *model)
{
    updateUnits();

    m_soilTypeCatalog = model->siteProfile()->soilTypeCatalog();
    m_soilTypeTableBox->setModel(m_soilTypeCatalog);
    m_modulusDelegate->setModel(
        m_soilTypeCatalog->nlCatalog()->modulusFactory());
    m_dampingDelegate->setModel(
        m_soilTypeCatalog->nlCatalog()->dampingFactory());

    connect(m_soilTypeTableBox, SIGNAL(currentChanged(QModelIndex, QModelIndex)),
            this, SLOT(selectIndex(QModelIndex, QModelIndex)));

    m_soilPropsGroupBox->setEnabled(false);
    m_nlPropTableBox->setEnabled(false);

    updateNonlinearPropertiesRequired(model->nonlinearPropertiesRequired());
    connect(model, SIGNAL(nonlinearPropertiesRequiredChanged(bool)),
            this, SLOT(updateNonlinearPropertiesRequired(bool)));

    updateDampingRequired(model->dampingRequired());
    connect(model, SIGNAL(dampingRequiredChanged(bool)),
            this, SLOT(updateDampingRequired(bool)));

    updateVariedColumn(model->siteProfile()->nonlinearPropertyRandomizer()->enabled());
    connect(model->siteProfile()->nonlinearPropertyRandomizer(), SIGNAL(enabledChanged(bool)),
            this, SLOT(updateVariedColumn(bool)));

    RockLayer* rl = model->siteProfile()->bedrock();

    m_bedrockUntWtSpinBox->setValue(rl->untWt());
    connect(m_bedrockUntWtSpinBox, SIGNAL(valueChanged(double)),
            rl, SLOT(setUntWt(double)));

    m_bedrockDampingSpinBox->setValue(rl->avgDamping());
    connect(m_bedrockDampingSpinBox, SIGNAL(valueChanged(double)),
            rl, SLOT(setAvgDamping(double)));

    m_waterTableDepthSpinBox->setValue(
        model->siteProfile()->waterTableDepth());
    connect(m_waterTableDepthSpinBox, SIGNAL(valueChanged(double)),
            model->siteProfile(), SLOT(setWaterTableDepth(double)));

    NonlinearPropertyRandomizer* npr
        = model->siteProfile()->nonlinearPropertyRandomizer();

    m_varyBedrockDampingCheckBox->setChecked(npr->bedrockIsEnabled());
    connect(m_varyBedrockDampingCheckBox, SIGNAL(toggled(bool)),
            npr, SLOT(setBedrockIsEnabled(bool)));

    m_varyBedrockDampingCheckBox->setVisible(npr->enabled());
    connect(npr, SIGNAL(enabledChanged(bool)),
            m_varyBedrockDampingCheckBox, SLOT(setVisible(bool)));

    m_nprModelComboBox->setCurrentIndex(npr->model());
    connect(m_nprModelComboBox, SIGNAL(currentIndexChanged(int)),
            npr, SLOT(setModel(int)));

    m_modulusUncertWidget->setUncertaintyModel(npr->model());
    m_modulusUncertWidget->setModel(npr->modulusUncert());
    connect(npr, SIGNAL(modelChanged(int)),
            m_modulusUncertWidget, SLOT(setUncertaintyModel(int)));

    m_dampingUncertWidget->setUncertaintyModel(npr->model());
    m_dampingUncertWidget->setModel(npr->dampingUncert());
    connect(npr, SIGNAL(modelChanged(int)),
            m_dampingUncertWidget, SLOT(setUncertaintyModel(int)));

    m_correlSpinBox->setValue(npr->correl());
    connect(m_correlSpinBox, SIGNAL(valueChanged(double)),
            npr, SLOT(setCorrel(double)));

    m_randomizerGroupBox->setVisible(npr->enabled());
    connect(npr, SIGNAL(enabledChanged(bool)),
            m_randomizerGroupBox, SLOT(setVisible(bool)));
}