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自学教程:C++ Empires函数代码示例

51自学网 2021-06-01 20:37:14
  C++
这篇教程C++ Empires函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中Empires函数的典型用法代码示例。如果您正苦于以下问题:C++ Empires函数的具体用法?C++ Empires怎么用?C++ Empires使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了Empires函数的20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: CUIWnd

///////////////////////  PlayerListWnd  ///////////////////////PlayerListWnd::PlayerListWnd(const std::string& config_name) :    CUIWnd(UserString("PLAYERS_LIST_PANEL_TITLE"),           GG::INTERACTIVE | GG::DRAGABLE | GG::ONTOP | GG::RESIZABLE | CLOSABLE | PINABLE,           config_name),    m_player_list(nullptr){    m_player_list = new PlayerListBox();    m_player_list->SetHiliteColor(GG::CLR_ZERO);    m_player_list->SetStyle(GG::LIST_NOSORT);    m_player_list->SelRowsChangedSignal.connect(        boost::bind(&PlayerListWnd::PlayerSelectionChanged, this, _1));    m_player_list->DoubleClickedRowSignal.connect(        boost::bind(&PlayerListWnd::PlayerDoubleClicked, this, _1, _2, _3));    m_player_list->RightClickedRowSignal.connect(        boost::bind(&PlayerListWnd::PlayerRightClicked, this, _1, _2, _3));    AttachChild(m_player_list);    Empires().DiplomaticStatusChangedSignal.connect(        boost::bind(&PlayerListWnd::Update, this));    Empires().DiplomaticMessageChangedSignal.connect(        boost::bind(&PlayerListWnd::Update, this));    DoLayout();    Refresh();}
开发者ID:MatGB,项目名称:freeorion,代码行数:28,


示例2: Empires

int ModeratorActionsWnd::EmpireIDFromIndex(std::size_t i) const {    if (i == static_cast<std::size_t>(-1) ||        i >= static_cast<std::size_t>(Empires().NumEmpires()))    { return ALL_EMPIRES; }    EmpireManager::const_iterator it = Empires().begin();    std::advance(it, i);    return it->first;}
开发者ID:freeorion-archive,项目名称:fo-svn-mirror,代码行数:8,


示例3: IssueGiveObjectToEmpireOrder

    int IssueGiveObjectToEmpireOrder(int object_id, int recipient_id) {        int empire_id = AIClientApp::GetApp()->EmpireID();        if (Empires().Lookup(recipient_id) == 0) {            Logger().errorStream() << "AIInterface::IssueGiveObjectToEmpireOrder : given invalid recipient empire id";            return 0;        }        if (Empires().GetDiplomaticStatus(empire_id, recipient_id) != DIPLO_PEACE) {            Logger().errorStream() << "AIInterface::IssueGiveObjectToEmpireOrder : attempting to give to empire not at peace";            return 0;        }        TemporaryPtr<UniverseObject> obj = GetUniverseObject(object_id);        if (!obj) {            Logger().errorStream() << "AIInterface::IssueGiveObjectToEmpireOrder : passed invalid object id";            return 0;        }        if (!obj->OwnedBy(empire_id)) {            Logger().errorStream() << "AIInterface::IssueGiveObjectToEmpireOrder : passed object not owned by player";            return 0;        }        if (obj->ObjectType() != OBJ_FLEET && obj->ObjectType() != OBJ_PLANET) {            Logger().errorStream() << "AIInterface::IssueGiveObjectToEmpireOrder : passed object that is not a fleet or planet";            return 0;        }        TemporaryPtr<System> system = GetSystem(obj->SystemID());        if (!system) {            Logger().errorStream() << "AIInterface::IssueGiveObjectToEmpireOrder : couldn't get system of object";            return 0;        }        // can only give to empires with something present to receive the gift        bool recipient_has_something_here = false;        std::vector<TemporaryPtr<const UniverseObject> > system_objects =            Objects().FindObjects<const UniverseObject>(system->ObjectIDs());        for (std::vector<TemporaryPtr<const UniverseObject> >::const_iterator it = system_objects.begin();                it != system_objects.end(); ++it)        {            TemporaryPtr<const UniverseObject> obj = *it;            if (obj->Owner() == recipient_id) {                recipient_has_something_here = true;                break;            }        }        if (!recipient_has_something_here) {            Logger().errorStream() << "AIInterface::IssueGiveObjectToEmpireOrder : recipient empire has nothing in system";            return 0;        }        AIClientApp::GetApp()->Orders().IssueOrder(OrderPtr(            new GiveObjectToEmpireOrder(empire_id, object_id, recipient_id)));        return 1;    }
开发者ID:Nagilum23,项目名称:freeorion-1,代码行数:58,


示例4: InitEmpires

void InitEmpires(const std::map<int, PlayerSetupData>& player_setup_data){    DebugLogger() << "Initializing " << player_setup_data.size() << " empires";    // copy empire colour table, so that individual colours can be removed after they're used    std::vector<GG::Clr> colors = EmpireColors();    // create empire objects and do some basic initilization for each player    int player_i = 0;    for (std::map<int, PlayerSetupData>::const_iterator setup_data_it = player_setup_data.begin();         setup_data_it != player_setup_data.end(); ++setup_data_it, ++player_i)    {        int         player_id =     setup_data_it->first;        if (player_id == Networking::INVALID_PLAYER_ID)            ErrorLogger() << "InitEmpires player id (" << player_id << ") is invalid";        // use player ID for empire ID so that the calling code can get the        // correct empire for each player ID  in player_setup_data        int         empire_id =     player_id;        std::string player_name =   setup_data_it->second.m_player_name;        GG::Clr     empire_colour = setup_data_it->second.m_empire_color;        // validate or generate empire colour        // ensure no other empire gets auto-assigned this colour automatically        std::vector<GG::Clr>::iterator color_it = std::find(colors.begin(), colors.end(), empire_colour);        if (color_it != colors.end())            colors.erase(color_it);        // if no colour already set, do so automatically        if (empire_colour == GG::Clr(0, 0, 0, 0)) {            if (!colors.empty()) {                // take next colour from list                empire_colour = colors[0];                colors.erase(colors.begin());            } else {                // as a last resort, make up a colour                empire_colour = GG::FloatClr(static_cast<float>(RandZeroToOne()), static_cast<float>(RandZeroToOne()),                                             static_cast<float>(RandZeroToOne()), 1.0f);            }        }        // set generic default empire name        std::string empire_name = UserString("EMPIRE") + boost::lexical_cast<std::string>(empire_id);        DebugLogger() << "Universe::InitEmpires creating new empire" << " with ID: " << empire_id                      << " for player: " << player_name << " (with player id: " << player_id << ")";        // create new Empire object through empire manager        Empires().CreateEmpire(empire_id, empire_name, player_name, empire_colour);    }    Empires().ResetDiplomacy();}
开发者ID:Ouaz,项目名称:freeorion,代码行数:53,


示例5: ExtractMessageData

boost::statechart::result WaitingForTurnData::react(const GameStart& msg) {    if (TRACE_EXECUTION) Logger().debugStream() << "(HumanClientFSM) WaitingForTurnData.GameStart";    bool loaded_game_data;    bool ui_data_available;    SaveGameUIData ui_data;    bool save_state_string_available;    std::string save_state_string; // ignored - used by AI but not by human client    OrderSet orders;    ExtractMessageData(msg.m_message,               Client().m_single_player_game,      Client().EmpireIDRef(),                       Client().CurrentTurnRef(),   Empires(),                          GetUniverse(),                       GetSpeciesManager(),         Client().m_player_info,             orders,                       loaded_game_data,            ui_data_available,                  ui_data,                       save_state_string_available, save_state_string);    Client().StartGame();    std::swap(Client().Orders(), orders); // bring back orders planned in the current turn, they will be applied later, after some basic turn initialization    if (loaded_game_data && ui_data_available)        Client().m_ui->RestoreFromSaveData(ui_data);    // if I am the host on the first turn, do an autosave. on later turns, will    // have just loaded save, so don't need to autosave. might also have just    // loaded a turn 1 autosave, but not sure how to check for that here...    if (Client().CurrentTurn() == 1 && Client().Networking().PlayerIsHost(Client().PlayerID()))        Client().Autosave();    return transit<PlayingTurn>();}
开发者ID:anarsky,项目名称:freeorion,代码行数:28,


示例6: TraceLogger

boost::statechart::result WaitingForTurnData::react(const TurnUpdate& msg) {    TraceLogger(FSM) << "(HumanClientFSM) PlayingGame.TurnUpdate";    int current_turn = INVALID_GAME_TURN;    try {        ExtractTurnUpdateMessageData(msg.m_message,           Client().EmpireID(),    current_turn,                                     Empires(),               GetUniverse(),          GetSpeciesManager(),                                     GetCombatLogManager(),   GetSupplyManager(),     Client().Players());    } catch (...) {        Client().GetClientUI().GetMessageWnd()->HandleLogMessage(UserString("ERROR_PROCESSING_SERVER_MESSAGE") + "/n");        return discard_event();    }    DebugLogger(FSM) << "Extracted TurnUpdate message for turn: " << current_turn;    Client().SetCurrentTurn(current_turn);    // if I am the host, do autosave    if (Client().Networking().PlayerIsHost(Client().PlayerID()))        Client().Autosave();    Client().HandleTurnUpdate();    return transit<PlayingTurn>();}
开发者ID:matt474,项目名称:freeorion,代码行数:26,


示例7: ResourceCenterPopGrowthProductionResearchPhase

void Planet::PopGrowthProductionResearchPhase() {    UniverseObject::PopGrowthProductionResearchPhase();    // do not do production if planet was just conquered    if (m_just_conquered)        m_just_conquered = false;    else        ResourceCenterPopGrowthProductionResearchPhase();    PopCenterPopGrowthProductionResearchPhase();    // check for planets with zero population.  If they have a species set, then    // they probably just starved    if (!SpeciesName().empty() && GetMeter(METER_POPULATION)->Current() == 0.0) {        // generate starvation sitrep for empire that owns this depopulated planet        if (Empire* empire = Empires().Lookup(this->Owner()))            empire->AddSitRepEntry(CreatePlanetStarvedToDeathSitRep(this->ID()));        // remove species        SetSpecies("");    }    GetMeter(METER_SHIELD)->SetCurrent(Planet::NextTurnCurrentMeterValue(METER_SHIELD));    GetMeter(METER_DEFENSE)->SetCurrent(Planet::NextTurnCurrentMeterValue(METER_DEFENSE));    GetMeter(METER_TROOPS)->SetCurrent(Planet::NextTurnCurrentMeterValue(METER_TROOPS));    GetMeter(METER_REBEL_TROOPS)->SetCurrent(Planet::NextTurnCurrentMeterValue(METER_REBEL_TROOPS));    StateChangedSignal();}
开发者ID:anarsky,项目名称:freeorion,代码行数:30,


示例8: Logger

void MessageWnd::HandlePlayerChatMessage(const std::string& text, int sender_player_id, int recipient_player_id) {    const ClientApp* app = ClientApp::GetApp();    if (!app) {        Logger().errorStream() << "MessageWnd::HandlePlayerChatMessage couldn't get client app!";        return;    }    const std::map<int, PlayerInfo>& players = app->Players();    std::map<int, PlayerInfo>::const_iterator player_it = players.find(sender_player_id);    if (player_it == players.end()) {        Logger().errorStream() << "MessageWnd::HandlePlayerChatMessage couldn't message sending player with id: " << sender_player_id;        return;    }    const std::string& sender_name = player_it->second.name;    const int& sender_empire_id = player_it->second.empire_id;    GG::Clr sender_colour(ClientUI::TextColor());    if (const Empire* sender_empire = Empires().Lookup(sender_empire_id))        sender_colour = sender_empire->Color();    std::string wrapped_text = RgbaTag(sender_colour) + sender_name + ": " + text + "</rgba>";    *m_display += wrapped_text + "/n";    m_display_show_time = GG::GUI::GetGUI()->Ticks();}
开发者ID:fourmond,项目名称:freeorion,代码行数:26,


示例9: ResourceCenterPopGrowthProductionResearchPhase

void Planet::PopGrowthProductionResearchPhase() {    UniverseObject::PopGrowthProductionResearchPhase();    // do not do production if planet was just conquered    if (m_just_conquered)        m_just_conquered = false;    else        ResourceCenterPopGrowthProductionResearchPhase();    PopCenterPopGrowthProductionResearchPhase();    // check for planets with zero population.  If they have any owners    // then the planet has likely just starved.  Regardless, resetting the    // planet keeps things consistent.    if (GetMeter(METER_POPULATION)->Current() == 0.0 && !Unowned()) {        // generate starvation sitrep for empire that owns this depopulated planet        if (Empire* empire = Empires().Lookup(this->Owner()))            empire->AddSitRepEntry(CreatePlanetStarvedToDeathSitRep(this->ID()));        // reset planet to empty and unowned        Reset();    } else {        GetMeter(METER_SHIELD)->SetCurrent(Planet::NextTurnCurrentMeterValue(METER_SHIELD));        GetMeter(METER_DEFENSE)->SetCurrent(Planet::NextTurnCurrentMeterValue(METER_SHIELD));        GetMeter(METER_TROOPS)->SetCurrent(Planet::NextTurnCurrentMeterValue(METER_SHIELD));    }    StateChangedSignal();}
开发者ID:dbuksbaum,项目名称:FreeOrion,代码行数:30,


示例10: OrderPtr

void ResearchWnd::QueueItemMoved(GG::ListBox::Row* row, std::size_t position) {    if (QueueRow* queue_row = boost::polymorphic_downcast<QueueRow*>(row)) {        int empire_id = HumanClientApp::GetApp()->EmpireID();        HumanClientApp::GetApp()->Orders().IssueOrder(            OrderPtr(new ResearchQueueOrder(empire_id, queue_row->tech_name, position)));        if (Empire* empire = Empires().Lookup(empire_id))            empire->UpdateResearchQueue();    }}
开发者ID:fatman2021,项目名称:FreeOrion,代码行数:9,


示例11: ExtractMessageData

boost::statechart::result PlayingGame::react(const Diplomacy& d) {    if (TRACE_EXECUTION) DebugLogger() << "(HumanClientFSM) PlayingGame.Diplomacy";    DiplomaticMessage diplo_message;    ExtractMessageData(d.m_message, diplo_message);    Empires().SetDiplomaticMessage(diplo_message);    return discard_event();}
开发者ID:hworpel,项目名称:freeorion,代码行数:9,


示例12: UpdateProductionQueue

 void UpdateProductionQueue() {     int empire_id = AIClientApp::GetApp()->EmpireID();     Empire* empire = Empires().Lookup(empire_id);     if (!empire) {         Logger().errorStream() << "AIInterface::UpdateProductionQueue : couldn't get empire with id " << empire_id;         return;     }     empire->UpdateProductionQueue(); }
开发者ID:Nagilum23,项目名称:freeorion-1,代码行数:9,


示例13: ValidateEmpireID

void BombardOrder::ExecuteImpl() const {    ValidateEmpireID();    int empire_id = EmpireID();    TemporaryPtr<Ship> ship = GetShip(m_ship);    if (!ship) {        ErrorLogger() << "BombardOrder::ExecuteImpl couldn't get ship with id " << m_ship;        return;    }    if (!ship->CanBombard()) {        ErrorLogger() << "BombardOrder::ExecuteImpl got ship that can't bombard";        return;    }    if (!ship->OwnedBy(empire_id)) {        ErrorLogger() << "BombardOrder::ExecuteImpl got ship that isn't owned by the order-issuing empire";        return;    }    TemporaryPtr<Planet> planet = GetPlanet(m_planet);    if (!planet) {        ErrorLogger() << "BombardOrder::ExecuteImpl couldn't get planet with id " << m_planet;        return;    }    if (planet->OwnedBy(empire_id)) {        ErrorLogger() << "BombardOrder::ExecuteImpl given planet that is already owned by the order-issuing empire";        return;    }    if (!planet->Unowned() && Empires().GetDiplomaticStatus(planet->Owner(), empire_id) != DIPLO_WAR) {        ErrorLogger() << "BombardOrder::ExecuteImpl given planet owned by an empire not at war with order-issuing empire";        return;    }    if (GetUniverse().GetObjectVisibilityByEmpire(m_planet, empire_id) < VIS_BASIC_VISIBILITY) {        ErrorLogger() << "BombardOrder::ExecuteImpl given planet that empire reportedly has insufficient visibility of, but will be allowed to proceed pending investigation";        //return;    }    int ship_system_id = ship->SystemID();    if (ship_system_id == INVALID_OBJECT_ID) {        ErrorLogger() << "BombardOrder::ExecuteImpl given id of ship not in a system";        return;    }    int planet_system_id = planet->SystemID();    if (ship_system_id != planet_system_id) {        ErrorLogger() << "BombardOrder::ExecuteImpl given ids of ship and planet not in the same system";        return;    }    // note: multiple ships, from same or different empires, can invade the same planet on the same turn    DebugLogger() << "BombardOrder::ExecuteImpl set for ship " << m_ship << " "                           << ship->Name() << " to bombard planet " << m_planet << " " << planet->Name();    planet->SetIsAboutToBeBombarded(true);    ship->SetBombardPlanet(m_planet);    if (TemporaryPtr<Fleet> fleet = GetFleet(ship->FleetID()))        fleet->StateChangedSignal();}
开发者ID:ianlintner,项目名称:freeorion,代码行数:56,


示例14: ResearchQueueOrder

void ResearchWnd::DeleteQueueItem(GG::ListBox::iterator it) {    if (!m_enabled)        return;    int empire_id = HumanClientApp::GetApp()->EmpireID();    OrderSet& orders = HumanClientApp::GetApp()->Orders();    if (QueueRow* queue_row = boost::polymorphic_downcast<QueueRow*>(*it))        orders.IssueOrder(OrderPtr(new ResearchQueueOrder(empire_id, queue_row->tech_name)));    if (Empire* empire = Empires().Lookup(empire_id))        empire->UpdateResearchQueue();}
开发者ID:fatman2021,项目名称:FreeOrion,代码行数:10,


示例15: FindGameWords

void MessageWndEdit::FindGameWords() {     // add player and empire names    for (std::map<int, Empire*>::value_type& entry : Empires()) {        m_game_words.insert(entry.second->Name());        m_game_words.insert(entry.second->PlayerName());    }    // add system names    for (std::shared_ptr<System> system : GetUniverse().Objects().FindObjects<System>()) {        if (system->Name() != "")            m_game_words.insert(system->Name());    }     // add ship names    for (std::shared_ptr<Ship> ship : GetUniverse().Objects().FindObjects<Ship>()) {        if (ship->Name() != "")            m_game_words.insert(ship->Name());    }     // add ship design names    for (const auto& design : GetPredefinedShipDesignManager().GetOrderedShipDesigns()) {        if (!design->Name().empty())            m_game_words.insert(UserString(design->Name()));    }     // add specials names    for (const std::string& special_name : SpecialNames()) {        if (special_name != "")            m_game_words.insert(UserString(special_name));    }     // add species names    for (const std::map<std::string, Species*>::value_type& entry : GetSpeciesManager()) {        if (entry.second->Name() != "")            m_game_words.insert(UserString(entry.second->Name()));    }     // add techs names    for (const std::string& tech_name : GetTechManager().TechNames()) {        if (tech_name != "")            m_game_words.insert(UserString(tech_name));    }    // add building type names    for (const auto& entry : GetBuildingTypeManager()) {        if (entry.second->Name() != "")            m_game_words.insert(UserString(entry.second->Name()));    }    // add ship hulls    for (const auto& design : GetPredefinedShipDesignManager().GetOrderedShipDesigns()) {        if (!design->Hull().empty())            m_game_words.insert(UserString(design->Hull()));    }    // add ship parts    for (const auto& design : GetPredefinedShipDesignManager().GetOrderedShipDesigns()) {        for (const std::string& part_name : design->Parts()) {            if (part_name != "")                m_game_words.insert(UserString(part_name));        }    } }
开发者ID:MatGB,项目名称:freeorion,代码行数:55,


示例16: IssueBombardOrder

    int IssueBombardOrder(int ship_id, int planet_id) {        int empire_id = AIClientApp::GetApp()->EmpireID();        // make sure ship_id is a ship...        TemporaryPtr<const Ship> ship = GetShip(ship_id);        if (!ship) {            Logger().errorStream() << "AIInterface::IssueBombardOrder : passed an invalid ship_id";            return 0;        }        if (ship->TotalWeaponsDamage() <= 0) {            Logger().errorStream() << "AIInterface::IssueBombardOrder : ship can't attack / bombard";            return 0;        }        if (!ship->OwnedBy(empire_id)) {            Logger().errorStream() << "AIInterface::IssueBombardOrder : ship isn't owned by the order-issuing empire";            return 0;        }        // verify that planet exists and is occupied by another empire        TemporaryPtr<const Planet> planet = GetPlanet(planet_id);        if (!planet) {            Logger().errorStream() << "AIInterface::IssueBombardOrder : no planet with passed planet_id";            return 0;        }        if (planet->OwnedBy(empire_id)) {            Logger().errorStream() << "AIInterface::IssueBombardOrder : planet is already owned by the order-issuing empire";            return 0;        }        if (!planet->Unowned() && Empires().GetDiplomaticStatus(planet->Owner(), empire_id) != DIPLO_WAR) {            Logger().errorStream() << "AIInterface::IssueBombardOrder : planet owned by an empire not at war with order-issuing empire";            return 0;        }        if (GetUniverse().GetObjectVisibilityByEmpire(planet_id, empire_id) < VIS_BASIC_VISIBILITY) {            Logger().errorStream() << "AIInterface::IssueBombardOrder : planet that empire reportedly has insufficient visibility of, but will be allowed to proceed pending investigation";            //return;        }        int ship_system_id = ship->SystemID();        if (ship_system_id == INVALID_OBJECT_ID) {            Logger().errorStream() << "AIInterface::IssueBombardOrder : given id of ship not in a system";            return 0;        }        int planet_system_id = planet->SystemID();        if (ship_system_id != planet_system_id) {            Logger().errorStream() << "AIInterface::IssueBombardOrder : given ids of ship and planet not in the same system";            return 0;        }        AIClientApp::GetApp()->Orders().IssueOrder(OrderPtr(new BombardOrder(empire_id, ship_id, planet_id)));        return 1;    }
开发者ID:Nagilum23,项目名称:freeorion-1,代码行数:54,


示例17: Empires

void ResearchWnd::AddTechToQueueSlot(const std::string& tech_name) {    if (!m_enabled)        return;    int empire_id = HumanClientApp::GetApp()->EmpireID();    const Empire* empire = Empires().Lookup(empire_id);    if (!empire)        return;    const ResearchQueue& queue = empire->GetResearchQueue();    OrderSet& orders = HumanClientApp::GetApp()->Orders();    if (!queue.InQueue(tech_name))        orders.IssueOrder(OrderPtr(new ResearchQueueOrder(empire_id, tech_name, -1)));}
开发者ID:oriongod,项目名称:freeorion,代码行数:12,


示例18: ProductionLocation

bool BuildingType::EnqueueLocation(int empire_id, int location_id) const {    if (!m_enqueue_location)        return ProductionLocation(empire_id, location_id);    std::shared_ptr<const UniverseObject> location = GetUniverseObject(location_id);    if (!location)        return false;    std::shared_ptr<const UniverseObject> source = Empires().GetSource(empire_id);    if (!source)        return false;    return m_enqueue_location->Eval(ScriptingContext(source), location);}
开发者ID:MatGB,项目名称:freeorion,代码行数:14,


示例19: Refresh

void ModeratorActionsWnd::Refresh() {    // todo: get currently selected empire, if any, reselect after refresh    m_empire_drop->Clear();    for (EmpireManager::const_iterator it = Empires().begin(); it != Empires().end(); ++it) {        const Empire* empire = it->second;        GG::DropDownList::Row* row = new GG::DropDownList::Row();        CUILabel* label = new CUILabel(empire->Name(), GG::FORMAT_NOWRAP);        label->SetTextColor(empire->Color());        row->push_back(label);        m_empire_drop->Insert(row);    }    // no empire / monsters    GG::DropDownList::Row* row = new GG::DropDownList::Row();    CUILabel* label = new CUILabel(UserString("UNOWNED"), GG::FORMAT_NOWRAP);    label->SetTextColor(GG::CLR_RED);    row->push_back(label);    m_empire_drop->Insert(row);    if (!m_empire_drop->Empty())        m_empire_drop->Select(m_empire_drop->begin());}
开发者ID:freeorion-archive,项目名称:fo-svn-mirror,代码行数:23,


示例20: ExtractMessageData

boost::statechart::result WaitingForTurnData::react(const TurnUpdate& msg) {    if (TRACE_EXECUTION) Logger().debugStream() << "(HumanClientFSM) WaitingForTurnData.TurnUpdate";    ExtractMessageData(msg.m_message,   Client().EmpireID(),    Client().CurrentTurnRef(),                       Empires(),       GetUniverse(),          GetSpeciesManager(),                       Client().m_player_info);    // if I am the host, do autosave    for (std::map<int, PlayerInfo>::const_iterator it = Client().m_player_info.begin(); it != Client().m_player_info.end(); ++it)        if (it->second.host && it->first == Client().PlayerID())            Client().Autosave();    return transit<PlayingTurn>();}
开发者ID:adesst,项目名称:freeorion,代码行数:14,



注:本文中的Empires函数示例整理自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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