本文整理汇总了C++中trap类的典型用法代码示例。如果您正苦于以下问题:C++ trap类的具体用法?C++ trap怎么用?C++ trap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。
在下文中一共展示了trap类的5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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: retroactively_fill_from_funnel
/**
* Determine what a funnel has filled out of game, using funnelcontainer.bday as a starting point.
*/
void retroactively_fill_from_funnel( item &it, const trap &tr, const calendar &endturn,
const tripoint &location )
{
const calendar startturn = calendar( it.bday > 0 ? it.bday - 1 : 0 );
if ( startturn > endturn || !tr.is_funnel() ) {
return;
}
it.bday = endturn; // bday == last fill check
rainfall_data rainfall = get_rainfall( startturn, endturn, location );
// Technically 0.0 division is OK, but it will be cleaner without it
if( rainfall.rain_amount > 0 ) {
// This is kinda weird: we're dumping a "block" of water all at once
// but the old formula ( rain_turns / turn_per_charge(total_amount) ) resulted in
// water being produced at quadratic rate rather than linear with time
const int rain = 1.0 / tr.funnel_turns_per_charge( rainfall.rain_amount );
it.add_rain_to_container( false, rain );
}
if( rainfall.acid_amount > 0 ) {
const int acid = 1.0 / tr.funnel_turns_per_charge( rainfall.acid_amount );
it.add_rain_to_container( true, acid );
}
}
开发者ID:0x90sled,项目名称:Cataclysm-DDA,代码行数:29,代码来源:weather.cpp
示例2: retroactively_fill_from_funnel
/**
* Determine what a funnel has filled out of game, using funnelcontainer.bday as a starting point.
*/
void retroactively_fill_from_funnel( item &it, const trap &tr, const calendar &endturn,
const tripoint &location )
{
const calendar startturn = calendar( it.bday > 0 ? it.bday - 1 : 0 );
if ( startturn > endturn || !tr.is_funnel() ) {
return;
}
it.bday = endturn; // bday == last fill check
int rain_amount = 0;
int acid_amount = 0;
int rain_turns = 0;
int acid_turns = 0;
for( calendar turn(startturn); turn < endturn; turn += 10) {
// TODO: Z-level weather
switch(g->weatherGen.get_weather_conditions(point(location.x, location.y), turn)) {
case WEATHER_DRIZZLE:
rain_amount += 4;
rain_turns++;
break;
case WEATHER_RAINY:
case WEATHER_THUNDER:
case WEATHER_LIGHTNING:
rain_amount += 8;
rain_turns++;
break;
case WEATHER_ACID_DRIZZLE:
acid_amount += 4;
acid_turns++;
break;
case WEATHER_ACID_RAIN:
acid_amount += 8;
acid_turns++;
break;
default:
break;
}
}
// Technically 0.0 division is OK, but it will be cleaner without it
if( rain_amount > 0 ) {
int rain = rain_turns / tr.funnel_turns_per_charge( rain_amount );
it.add_rain_to_container( false, rain );
}
if( acid_amount > 0 ) {
int acid = acid_turns / tr.funnel_turns_per_charge( acid_amount );
it.add_rain_to_container( true, acid );
}
}
开发者ID:Acherontius,项目名称:Cataclysm-DDA,代码行数:53,代码来源:weather.cpp
示例3: fill_funnels
/**
* Main routine for filling funnels from weather effects.
*/
void fill_funnels(int rain_depth_mm_per_hour, bool acid, const trap &tr)
{
const double turns_per_charge = tr.funnel_turns_per_charge(rain_depth_mm_per_hour);
// Give each funnel on the map a chance to collect the rain.
const auto &funnel_locs = g->m.trap_locations( tr.loadid );
for( auto loc : funnel_locs ) {
int maxcontains = 0;
auto items = g->m.i_at( loc );
if (one_in(turns_per_charge)) { // todo; fixme. todo; fixme
//add_msg("%d mm/h %d tps %.4f: fill",int(calendar::turn),rain_depth_mm_per_hour,turns_per_charge);
// This funnel has collected some rain! Put the rain in the largest
// container here which is either empty or contains some mixture of
// impure water and acid.
auto container = items.end();
for( auto candidate_container = items.begin(); candidate_container != items.end();
++candidate_container ) {
if ( candidate_container->is_funnel_container( maxcontains ) ) {
container = candidate_container;
}
}
if( container != items.end() ) {
container->add_rain_to_container(acid, 1);
container->bday = int(calendar::turn);
}
}
}
}
开发者ID:0x90sled,项目名称:Cataclysm-DDA,代码行数:31,代码来源:weather.cpp
示例4: retroactively_fill_from_funnel
/**
* Determine what a funnel has filled out of game, using funnelcontainer.bday as a starting point.
*/
void retroactively_fill_from_funnel( item &it, const trap &tr, int startturn, int endturn,
const tripoint &location )
{
if( startturn > endturn || !tr.is_funnel() ) {
return;
}
it.bday = endturn; // bday == last fill check
auto data = sum_conditions( startturn, endturn, location );
// Technically 0.0 division is OK, but it will be cleaner without it
if( data.rain_amount > 0 ) {
const int rain = divide_roll_remainder( 1.0 / tr.funnel_turns_per_charge( data.rain_amount ), 1.0f );
it.add_rain_to_container( false, rain );
// add_msg(m_debug, "Retroactively adding %d water from turn %d to %d", rain, startturn, endturn);
}
if( data.acid_amount > 0 ) {
const int acid = divide_roll_remainder( 1.0 / tr.funnel_turns_per_charge( data.acid_amount ), 1.0f );
it.add_rain_to_container( true, acid );
}
}
开发者ID:Bubbadoo,项目名称:Cataclysm-DDA,代码行数:25,代码来源:weather.cpp
示例5: retroactively_fill_from_funnel
/**
* Determine what a funnel has filled out of game, using funnelcontainer.bday as a starting point.
*/
void retroactively_fill_from_funnel( item &it, const trap &tr, const calendar &endturn,
const tripoint &location )
{
const calendar startturn = calendar( it.bday > 0 ? it.bday - 1 : 0 );
if ( startturn > endturn || !tr.is_funnel() ) {
return;
}
it.bday = endturn; // bday == last fill check
auto data = sum_conditions( startturn, endturn, location );
// Technically 0.0 division is OK, but it will be cleaner without it
if( data.rain_amount > 0 ) {
const int rain = 1.0 / tr.funnel_turns_per_charge( data.rain_amount );
it.add_rain_to_container( false, rain );
}
if( data.acid_amount > 0 ) {
const int acid = 1.0 / tr.funnel_turns_per_charge( data.acid_amount );
it.add_rain_to_container( true, acid );
}
}
开发者ID:pipehat,项目名称:Cataclysm-DDA,代码行数:26,代码来源:weather.cpp
注:本文中的trap类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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