本文整理汇总了C++中BattleUnit::setAIState方法的典型用法代码示例。如果您正苦于以下问题:C++ BattleUnit::setAIState方法的具体用法?C++ BattleUnit::setAIState怎么用?C++ BattleUnit::setAIState使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类BattleUnit
的用法示例。
在下文中一共展示了BattleUnit::setAIState方法的2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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: load
/**
* Loads the saved battle game from a YAML file.
* @param node YAML node.
*/
void SavedBattleGame::load(const YAML::Node &node, Ruleset *rule, SavedGame* savedGame)
{
int a;
int selectedUnit = 0;
node["width"] >> _width;
node["length"] >> _length;
node["height"] >> _height;
node["missionType"] >> _missionType;
node["globalshade"] >> _globalShade;
node["turn"] >> _turn;
node["selectedUnit"] >> selectedUnit;
for (YAML::Iterator i = node["mapdatasets"].begin(); i != node["mapdatasets"].end(); ++i)
{
std::string name;
*i >> name;
MapDataSet *mds = new MapDataSet(name);
_mapDataSets.push_back(mds);
}
initMap(_width, _length, _height);
for (YAML::Iterator i = node["tiles"].begin(); i != node["tiles"].end(); ++i)
{
Position pos;
(*i)["position"][0] >> pos.x;
(*i)["position"][1] >> pos.y;
(*i)["position"][2] >> pos.z;
getTile(pos)->load((*i));
}
for (YAML::Iterator i = node["nodes"].begin(); i != node["nodes"].end(); ++i)
{
Node *n = new Node();
n->load(*i);
_nodes.push_back(n);
}
for (YAML::Iterator i = node["units"].begin(); i != node["units"].end(); ++i)
{
UnitFaction faction;
(*i)["faction"] >> a;
faction = (UnitFaction)a;
(*i)["soldierId"] >> a;
BattleUnit *b;
if (a < BattleUnit::MAX_SOLDIER_ID) // Unit is linked to a geoscape soldier
{
// look up the matching soldier
b = new BattleUnit(savedGame->getSoldier(a), faction);
}
else
{
std::string type, armor;
(*i)["genUnitType"] >> type;
(*i)["genUnitArmor"] >> armor;
// create a new Unit.
b = new BattleUnit(rule->getUnit(type), faction, a, rule->getArmor(armor));
}
b->load(*i);
_units.push_back(b);
if (faction == FACTION_PLAYER)
{
if (b->getId() == selectedUnit)
_selectedUnit = b;
}
else if (b->getStatus() != STATUS_DEAD)
{
std::string state;
BattleAIState *aiState;
(*i)["AI"]["state"] >> state;
if (state == "PATROL")
{
aiState = new PatrolBAIState(this, b, 0);
}
else if (state == "AGGRO")
{
aiState = new AggroBAIState(this, b);
}
else
{
continue;
}
aiState->load((*i)["AI"]);
b->setAIState(aiState);
}
}
示例2: think
/**
* Animates the projectile (move to the next point in it's trajectory).
* If the animation is finished the projectile sprite is removed from the map.
* And this state is finished.
*/
void ProjectileFlyBState::think()
{
/* TODO refactoring : store the projectile in this state, instead of getting it from the map each time? */
if (_parent->getMap()->getProjectile() == 0)
{
if (_action.type == BA_AUTOSHOT && _action.autoShotCounter < 3 && !_action.actor->isOut() && _ammo->getAmmoQuantity() != 0)
{
createNewProjectile();
}
else
{
if (_action.cameraPosition.z != -1)
{
_parent->getMap()->getCamera()->setMapOffset(_action.cameraPosition);
}
if (_action.type != BA_PANIC && _action.type != BA_MINDCONTROL)
{
_parent->getTileEngine()->checkReactionFire(_unit);
}
_unit->abortTurn();
_parent->popState();
}
}
else
{
if(!_parent->getMap()->getProjectile()->move())
{
// impact !
if (_action.type == BA_THROW)
{
Position pos = _parent->getMap()->getProjectile()->getPosition(-1);
pos.x /= 16;
pos.y /= 16;
pos.z /= 24;
BattleItem *item = _parent->getMap()->getProjectile()->getItem();
_parent->getResourcePack()->getSound("BATTLE.CAT", 38)->play();
if (Options::getBool("battleInstantGrenade") && item->getRules()->getBattleType() == BT_GRENADE && item->getExplodeTurn() != 0 && item->getExplodeTurn() <= _parent->getSave()->getTurn())
{
// it's a hot grenade to explode immediately
_parent->statePushFront(new ExplosionBState(_parent, _parent->getMap()->getProjectile()->getPosition(-1), item, _action.actor));
}
else
{
_parent->dropItem(pos, item);
}
}
else if (_action.type == BA_LAUNCH && _action.waypoints.size() > 1 && _projectileImpact == -1)
{
_origin = _action.waypoints.front();
_action.waypoints.pop_front();
_action.target = _action.waypoints.front();
// launch the next projectile in the waypoint cascade
_parent->statePushBack(new ProjectileFlyBState(_parent, _action, _origin));
}
else
{
if (_ammo && _action.type == BA_LAUNCH && _ammo->spendBullet() == false)
{
_parent->getSave()->removeItem(_ammo);
_action.weapon->setAmmoItem(0);
}
if (_projectileImpact != 5) // out of map
{
int offset = 0;
// explosions impact not inside the voxel but two steps back (projectiles generally move 2 voxels at a time)
if (_ammo && (
_ammo->getRules()->getDamageType() == DT_HE ||
_ammo->getRules()->getDamageType() == DT_IN))
{
offset = -2;
}
_parent->statePushFront(new ExplosionBState(_parent, _parent->getMap()->getProjectile()->getPosition(offset), _ammo, _action.actor, 0, (_action.type != BA_AUTOSHOT || _action.autoShotCounter == 3|| !_action.weapon->getAmmoItem())));
if (_projectileImpact == 4)
{
BattleUnit *victim = _parent->getSave()->getTile(_parent->getMap()->getProjectile()->getPosition(offset) / Position(16,16,24))->getUnit();
if (victim && !victim->isOut() && victim->getFaction() == FACTION_HOSTILE)
{
AggroBAIState *aggro = dynamic_cast<AggroBAIState*>(victim->getCurrentAIState());
if (aggro == 0)
{
aggro = new AggroBAIState(_parent->getSave(), victim);
victim->setAIState(aggro);
}
aggro->setAggroTarget(_action.actor);
}
}
}
else if (_action.type != BA_AUTOSHOT || _action.autoShotCounter == 3 || !_action.weapon->getAmmoItem())
{
_unit->aim(false);
_parent->getMap()->cacheUnits();
}
}
//.........这里部分代码省略.........