Пример #1
0
/// Add a unit to our army (and we know which slot)
void CvArmyAI::AddUnit(int iUnitID, int iSlotNum)
{
	CvAssertMsg(iUnitID != ARMYSLOT_NO_UNIT,"Expect unit to be non-NULL");

	CvPlayer& thisPlayer = GET_PLAYER(m_eOwner);
	UnitHandle pThisUnit = thisPlayer.getUnit(iUnitID);

	// remove this unit from an army if it is already in one
	thisPlayer.removeFromArmy(pThisUnit->getArmyID(), GetID());

	m_FormationEntries[iSlotNum].SetUnitID(iUnitID);
	pThisUnit->setArmyID(GetID());

#if defined(MOD_BALANCE_CORE)
	//just for avoiding confusion
	pThisUnit->setTacticalMove(NO_TACTICAL_MOVE);
#endif

	// Finally, compute when we think this unit will arrive at the next checkpoint
	CvPlot* pMusterPlot = GC.getMap().plot(GetX(), GetY());
	if(pMusterPlot)
	{
		int iFlags = CvUnit::MOVEFLAG_APPROXIMATE_TARGET | CvUnit::MOVEFLAG_IGNORE_STACKING | CvUnit::MOVEFLAG_IGNORE_ZOC;
		int iTurnsToReachCheckpoint = pThisUnit->TurnsToReachTarget(pMusterPlot, iFlags, GC.getAI_OPERATIONAL_MAX_RECRUIT_TURNS_ENEMY_TERRITORY());
		if(iTurnsToReachCheckpoint < MAX_INT)
		{
			SetEstimatedTurn(iSlotNum, iTurnsToReachCheckpoint);
		}
	}
}
/// Add a unit to our army (and we know which slot)
void CvArmyAI::AddUnit(int iUnitID, int iSlotNum)
{
	CvAssertMsg(iUnitID != ARMY_NO_UNIT,"Expect unit to be non-NULL");

	CvPlayer& thisPlayer = GET_PLAYER(m_eOwner);
	UnitHandle pThisUnit = thisPlayer.getUnit(iUnitID);

	// remove this unit from an army if it is already in one
	thisPlayer.removeFromArmy(pThisUnit->getArmyID(), GetID());

	m_FormationEntries[iSlotNum].SetUnitID(iUnitID);
	pThisUnit->setArmyID(GetID());

	// Finally, compute when we think this unit will arrive at the next checkpoint
	CvPlot* pMusterPlot = GC.getMap().plot(GetX(), GetY());
	if(pMusterPlot)
	{
		int iTurnsToReachCheckpoint = TurnsToReachTarget(pThisUnit, pMusterPlot, true /*bReusePaths*/, true, true);
		if(iTurnsToReachCheckpoint < MAX_INT)
		{
			SetEstimatedTurn(iSlotNum, iTurnsToReachCheckpoint);
		}
	}
}