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C++ smithyEffect函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中smithyEffect函数的典型用法代码示例。如果您正苦于以下问题:C++ smithyEffect函数的具体用法?C++ smithyEffect怎么用?C++ smithyEffect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smithyEffect函数的4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: cardEffect


//.........这里部分代码省略.........
                                break;
                        }
                }

                return 0;

        case remodel:
                j = state->hand[currentPlayer][choice1]; //store card we will trash

                if ( (getCost(state->hand[currentPlayer][choice1]) + 2) > getCost(choice2) )
                {
                        return -1;
                }

                gainCard(choice2, state, 0, currentPlayer);

                //discard card from hand
                discardCard(handPos, currentPlayer, state, 0);

                //discard trashed card
                for (i = 0; i < state->handCount[currentPlayer]; i++)
                {
                        if (state->hand[currentPlayer][i] == j)
                        {
                                discardCard(i, currentPlayer, state, 0);
                                break;
                        }
                }


                return 0;

        case smithy:
                return smithyEffect(state, handPos);

        case village:
                //+1 Card
                drawCard(currentPlayer, state);

                //+2 Actions
                state->numActions = state->numActions + 2;

                //discard played card from hand
                discardCard(handPos, currentPlayer, state, 0);
                return 0;

        case baron:
                return baronEffect(state, choice1);

        case great_hall:
                //+1 Card
                drawCard(currentPlayer, state);

                //+1 Actions
                state->numActions++;

                //discard card from hand
                discardCard(handPos, currentPlayer, state, 0);
                return 0;

        case minion:
                return minionEffect(state, handPos, choice1, choice2);

        case steward:
                return stewardEffect(state, handPos, choice1, choice2, choice3);
开发者ID:TheTallPaul,项目名称:cs362sp16_melloc,代码行数:66,代码来源:mutant101330_dominion.c


示例2: cardEffect


//.........这里部分代码省略.........
	      break;
	    }
	}
			
      return 0;
			
    case remodel:
      j = state->hand[currentPlayer][choice1];  //store card we will trash

      if ( (getCost(state->hand[currentPlayer][choice1]) + 2) > getCost(choice2) )
	{
	  return -1;
	}

      gainCard(choice2, state, 0, currentPlayer);

      //discard card from hand
      discardCard(handPos, currentPlayer, state, 0);

      //discard trashed card
      for (i = 0; i < state->handCount[currentPlayer]; i++)
	{
	  if (state->hand[currentPlayer][i] == j)
	    {
	      discardCard(i, currentPlayer, state, 0);			
	      break;
	    }
	}


      return 0;
		
    case smithy:
      smithyEffect(currentPlayer, state, handPos, i=0);
      return 0;
		
    case village:
      //+1 Card
      drawCard(currentPlayer, state);
			
      //+2 Actions
      state->numActions = state->numActions + 2;
			
      //discard played card from hand
      discardCard(handPos, currentPlayer, state, 0);
      return 0;
		
    case baron:
      state->numBuys++;//Increase buys by 1!
      if (choice1 > 0){//Boolean true or going to discard an estate
	int p = 0;//Iterator for hand!
	int card_not_discarded = 1;//Flag for discard set!
	while(card_not_discarded){
	  if (state->hand[currentPlayer][p] == estate){//Found an estate card!
	    state->coins += 4;//Add 4 coins to the amount of coins
	    state->discard[currentPlayer][state->discardCount[currentPlayer]] = state->hand[currentPlayer][p];
	    state->discardCount[currentPlayer]++;
	    for (;p < state->handCount[currentPlayer]; p++){
	      state->hand[currentPlayer][p] = state->hand[currentPlayer][p+1];
	    }
	    state->hand[currentPlayer][state->handCount[currentPlayer]] = -1;
	    state->handCount[currentPlayer]--;
	    card_not_discarded = 0;//Exit the loop
	  }
	  else if (p > state->handCount[currentPlayer]){
	    if(DEBUG) {
开发者ID:Lbrewbaker,项目名称:cs362sp16,代码行数:67,代码来源:dominion.c


示例3: cardEffect


//.........这里部分代码省略.........
		discardCard(choice1, currentPlayer, state, 1);

		//gain new treasure
		gainCard(choice2, state, 2, currentPlayer);

		endPlayed(state, 0);

		return 0;

	case remodel:
		if (choice1 >= state->handCount[currentPlayer] || choice1 < 0 || choice1 == handPos)
			return -1;

		if (choice2 < curse || choice2 > treasure_map)
			return -1;

		if ((getCost(state->hand[currentPlayer][choice1]) + 2) > getCost(choice2))
		{
			return -1;
		}

		playedCard(handPos, &choice1, NULL, state);

		//trash choice
		discardCard(choice1, currentPlayer, state, 1);

		//gain new card
		gainCard(choice2, state, 0, currentPlayer);

		endPlayed(state, 0);
		return 0;

	case smithy:
		return smithyEffect(currentPlayer, handPos, state);

	case village:
		return villageEffect(currentPlayer, handPos, state);

	case baron:
		if (!(choice1 == 1 || choice1 == 2))
			return -1;

		if (choice1 == 1) {//Boolean true or going to discard an estate
			int p = 0;//Iterator for hand!
			int card_not_discarded = 1;//Flag for discard set!
			while (card_not_discarded) {
				if (p >= state->handCount[currentPlayer]) {
					if (DEBUG) {
						printf("No estate cards in your hand, invalid choice\n");						
					}
					return -1;
				}
				else if (state->hand[currentPlayer][p] == estate) {//Found an estate card!
					playedCard(handPos, &p, NULL, state);
					*bonus += 4;//Add 4 coins to the amount of coins
					discardCard(p, currentPlayer, state, 0);
					card_not_discarded = 0;//Exit the loop
				}
				else {
					p++;//Next card
				}
			}
		}

		else {
			playedCard(handPos, NULL, NULL, state);
开发者ID:cs362sp16,项目名称:cs362sp16_berezam,代码行数:67,代码来源:mutant100946_dominion.c


示例4: cardEffect


//.........这里部分代码省略.........
	      break;
	    }
	}

      return 0;

    case remodel:
      j = state->hand[currentPlayer][choice1];  //store card we will trash

      if ( (getCost(state->hand[currentPlayer][choice1]) + 2) > getCost(choice2) )
	{
	  return -1;
	}

      gainCard(choice2, state, 0, currentPlayer);

      //discard card from hand
      discardCard(handPos, currentPlayer, state, 0);

      //discard trashed card
      for (i = 0; i < state->handCount[currentPlayer]; i++)
	{
	  if (state->hand[currentPlayer][i] == j)
	    {
	      discardCard(i, currentPlayer, state, 0);
	      break;
	    }
	}


      return 0;

    case smithy:
        smithyEffect(state, currentPlayer, handPos);
        return 0;

    case baron:
      state->numBuys++;//Increase buys by 1!
      if (choice1 > 0){//Boolean true or going to discard an estate
	int p = 0;//Iterator for hand!
	int card_not_discarded = 1;//Flag for discard set!
	while(card_not_discarded){
	  if (state->hand[currentPlayer][p] == estate){//Found an estate card!
	    state->coins += 4;//Add 4 coins to the amount of coins
	    state->discard[currentPlayer][state->discardCount[currentPlayer]] = state->hand[currentPlayer][p];
	    state->discardCount[currentPlayer]++;
	    for (;p < state->handCount[currentPlayer]; p++){
	      state->hand[currentPlayer][p] = state->hand[currentPlayer][p+1];
	    }
	    state->hand[currentPlayer][state->handCount[currentPlayer]] = -1;
	    state->handCount[currentPlayer]--;
	    card_not_discarded = 0;//Exit the loop
	  }
	  else if (p > state->handCount[currentPlayer]){
	    if(DEBUG) {
	      printf("No estate cards in your hand, invalid choice\n");
	      printf("Must gain an estate if there are any\n");
	    }
	    if (supplyCount(estate, state) > 0){
	      gainCard(estate, state, 0, currentPlayer);
	      state->supplyCount[estate]--;//Decrement estates
	      if (supplyCount(estate, state) == 0){
		isGameOver(state);
	      }
	    }
	    card_not_discarded = 0;//Exit the loop
开发者ID:LunkaiChen,项目名称:CS362Su2015,代码行数:67,代码来源:dominion.c



注:本文中的smithyEffect函数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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