📄 helper.h
字号:
#ifndef ECONOMY_HELPER_H
#define ECONOMY_HELPER_H
#include "MetalMap.h"
struct UnitDef;
class CGroupAI;
class CHelper
{
CR_DECLARE(CHelper);
CR_DECLARE_SUB(partition);
CR_DECLARE_SUB(location);
public:
CHelper(IAICallback* aicb,CGroupAI *owner);
virtual ~CHelper();
void PostLoad();
pair<int,int> BuildNameToId(string name, int unit);
string BuildIdToName(int id, int unit);
float3 FindBuildPos(string name, bool isMex, bool isGeo, float distance, int builder);
void DrawBuildArea();
void NewLocation(float3 centerPos, float radius);
void ResetLocations();
void AssignMetalMakerAI();
void SendTxt(const char *fmt, ...);
void ParseBuildOptions(map<string,const UnitDef*> &targetBO, const UnitDef* unitDef, bool recursive);
float3 errorPos;
CMetalMap* metalMap;
vector<int> friendlyUnits;
int myTeam;
float extractorRadius;
float mmkrME; // metalmaker M / E ratio
float maxPartitionRadius;
IAICallback* aicb;
CGroupAI *owner;
private:
bool IsMetalSpotAvailable(float3 spot,float extraction);
int FindMetalSpots(float3 pos, float radius, vector<float3>* mexSpots);
struct partition
{
CR_DECLARE_STRUCT(partition);
float3 pos;
string name;
bool taken;
bool empty;
};
struct location
{
CR_DECLARE_STRUCT(location);
float3 centerPos;
float radius;
float partitionRadius;
int numPartitions;
int squarePartitions;
vector<float3> mexSpots;
vector<partition> partitions;
};
vector<location*> locations;
int metalMakerAIid;
const UnitDef* geoDef;
float drawColor[4];
};
#endif
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -