本文整理汇总了C++中readonly_context类的典型用法代码示例。如果您正苦于以下问题:C++ readonly_context类的具体用法?C++ readonly_context怎么用?C++ readonly_context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readonly_context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: parse_goal_from_config
void engine::parse_goal_from_config( readonly_context &context, const config &cfg, std::back_insert_iterator<std::vector< goal_ptr > > b )
{
engine_ptr eng = context.get_engine_by_cfg(cfg);
if (eng){
//do not override that method in subclasses which cannot create goals
eng->do_parse_goal_from_config(cfg, b);
}
}
开发者ID:ArtBears,项目名称:wesnoth,代码行数:8,代码来源:engine.cpp
示例2: remove_wrong_targets
remove_wrong_targets(const readonly_context &context)
:avoid_(context.get_avoid()), map_(resources::gameboard->map())
{
}
开发者ID:rasata,项目名称:wesnoth,代码行数:4,代码来源:ai.cpp
示例3: assert
void attack_analysis::analyze(const gamemap& map, unit_map& units,
const readonly_context& ai_obj,
const move_map& dstsrc, const move_map& srcdst,
const move_map& enemy_dstsrc, double aggression)
{
const unit_map::const_iterator defend_it = units.find(target);
assert(defend_it != units.end());
// See if the target is a threat to our leader or an ally's leader.
map_location adj[6];
get_adjacent_tiles(target,adj);
size_t tile;
for(tile = 0; tile != 6; ++tile) {
const unit_map::const_iterator leader = units.find(adj[tile]);
if(leader != units.end() && leader->can_recruit() && !ai_obj.current_team().is_enemy(leader->side())) {
break;
}
}
leader_threat = (tile != 6);
uses_leader = false;
target_value = defend_it->cost();
target_value += (double(defend_it->experience())/
double(defend_it->max_experience()))*target_value;
target_starting_damage = defend_it->max_hitpoints() -
defend_it->hitpoints();
// Calculate the 'alternative_terrain_quality' -- the best possible defensive values
// the attacking units could hope to achieve if they didn't attack and moved somewhere.
// This is used for comparative purposes, to see just how vulnerable the AI is
// making itself.
alternative_terrain_quality = 0.0;
double cost_sum = 0.0;
for(size_t i = 0; i != movements.size(); ++i) {
const unit_map::const_iterator att = units.find(movements[i].first);
const double cost = att->cost();
cost_sum += cost;
alternative_terrain_quality += cost*ai_obj.best_defensive_position(movements[i].first,dstsrc,srcdst,enemy_dstsrc).chance_to_hit;
}
alternative_terrain_quality /= cost_sum*100;
avg_damage_inflicted = 0.0;
avg_damage_taken = 0.0;
resources_used = 0.0;
terrain_quality = 0.0;
avg_losses = 0.0;
chance_to_kill = 0.0;
double def_avg_experience = 0.0;
double first_chance_kill = 0.0;
double prob_dead_already = 0.0;
assert(!movements.empty());
std::vector<std::pair<map_location,map_location> >::const_iterator m;
battle_context *prev_bc = NULL;
const combatant *prev_def = NULL;
for (m = movements.begin(); m != movements.end(); ++m) {
// We fix up units map to reflect what this would look like.
unit_ptr up = units.extract(m->first);
up->set_location(m->second);
units.insert(up);
double m_aggression = aggression;
if (up->can_recruit()) {
uses_leader = true;
// FIXME: suokko's r29531 omitted this line
leader_threat = false;
m_aggression = ai_obj.get_leader_aggression();
}
bool from_cache = false;
battle_context *bc;
// This cache is only about 99% correct, but speeds up evaluation by about 1000 times.
// We recalculate when we actually attack.
const readonly_context::unit_stats_cache_t::key_type cache_key = std::make_pair(target, &up->type());
const readonly_context::unit_stats_cache_t::iterator usc = ai_obj.unit_stats_cache().find(cache_key);
// Just check this attack is valid for this attacking unit (may be modified)
if (usc != ai_obj.unit_stats_cache().end() &&
usc->second.first.attack_num <
static_cast<int>(up->attacks().size())) {
from_cache = true;
bc = new battle_context(usc->second.first, usc->second.second);
} else {
bc = new battle_context(units, m->second, target, -1, -1, m_aggression, prev_def);
}
const combatant &att = bc->get_attacker_combatant(prev_def);
const combatant &def = bc->get_defender_combatant(prev_def);
delete prev_bc;
prev_bc = bc;
prev_def = &bc->get_defender_combatant(prev_def);
if ( !from_cache ) {
ai_obj.unit_stats_cache().insert(
std::make_pair(cache_key, std::make_pair(bc->get_attacker_stats(),
//.........这里部分代码省略.........
开发者ID:sunny975,项目名称:wesnoth,代码行数:101,代码来源:attack.cpp
示例4: rating
double attack_analysis::rating(double aggression, const readonly_context& ai_obj) const
{
if(leader_threat) {
aggression = 1.0;
}
if(uses_leader) {
aggression = ai_obj.get_leader_aggression();
}
double value = chance_to_kill*target_value - avg_losses*(1.0-aggression);
if(terrain_quality > alternative_terrain_quality) {
// This situation looks like it might be a bad move:
// we are moving our attackers out of their optimal terrain
// into sub-optimal terrain.
// Calculate the 'exposure' of our units to risk.
#ifdef SUOKKO
//FIXME: this code was in sukko's r29531 Correct?
const double exposure_mod = uses_leader ? ai_obj.current_team().caution()* 8.0 : ai_obj.current_team().caution() * 4.0;
const double exposure = exposure_mod*resources_used*((terrain_quality - alternative_terrain_quality)/10)*vulnerability/std::max<double>(0.01,support);
#else
const double exposure_mod = uses_leader ? 2.0 : ai_obj.get_caution();
const double exposure = exposure_mod*resources_used*(terrain_quality - alternative_terrain_quality)*vulnerability/std::max<double>(0.01,support);
#endif
LOG_AI << "attack option has base value " << value << " with exposure " << exposure << ": "
<< vulnerability << "/" << support << " = " << (vulnerability/std::max<double>(support,0.1)) << "\n";
value -= exposure*(1.0-aggression);
}
// Prefer to attack already damaged targets.
value += ((target_starting_damage/3 + avg_damage_inflicted) - (1.0-aggression)*avg_damage_taken)/10.0;
// If the unit is surrounded and there is no support,
// or if the unit is surrounded and the average damage is 0,
// the unit skips its sanity check and tries to break free as good as possible.
if(!is_surrounded || (support != 0 && avg_damage_taken != 0))
{
// Sanity check: if we're putting ourselves at major risk,
// and have no chance to kill, and we're not aiding our allies
// who are also attacking, then don't do it.
if(vulnerability > 50.0 && vulnerability > support*2.0
&& chance_to_kill < 0.02 && aggression < 0.75
&& !attack_close(target)) {
return -1.0;
}
}
if(!leader_threat && vulnerability*terrain_quality > 0.0 && !is_surrounded) {
value *= support/(vulnerability*terrain_quality);
}
value /= ((resources_used/2) + (resources_used/2)*terrain_quality);
if(leader_threat) {
value *= 5.0;
}
LOG_AI << "attack on " << target << ": attackers: " << movements.size()
<< " value: " << value << " chance to kill: " << chance_to_kill
<< " damage inflicted: " << avg_damage_inflicted
<< " damage taken: " << avg_damage_taken
<< " vulnerability: " << vulnerability
<< " support: " << support
<< " quality: " << terrain_quality
<< " alternative quality: " << alternative_terrain_quality << "\n";
return value;
}
开发者ID:sunny975,项目名称:wesnoth,代码行数:70,代码来源:attack.cpp
示例5: remove_wrong_targets
remove_wrong_targets(const readonly_context &context)
:avoid_(context.get_avoid()), map_(*resources::game_map)
{
}
开发者ID:gaconkzk,项目名称:wesnoth,代码行数:4,代码来源:ai.cpp
注:本文中的readonly_context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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