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C++ CAI::GetAlignment方法代码示例

本文整理汇总了C++中CAI::GetAlignment方法的典型用法代码示例。如果您正苦于以下问题:C++ CAI::GetAlignment方法的具体用法?C++ CAI::GetAlignment怎么用?C++ CAI::GetAlignment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CAI的用法示例。


在下文中一共展示了CAI::GetAlignment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: SelectDisturbanceSource

HOBJECT CAITargetSelectDisturbanceBeyondGuard::SelectDisturbanceSource( CAI* pAI, CAIWMFact* pFact )
{
	// Sanity check.

	if( !( pAI && pFact ) )
	{
		return NULL;
	}

	// Disturbance is not from an AI.

	if( !IsAI( pFact->GetTargetObject() ) )
	{
		return pFact->GetTargetObject();
	}

	// AI is not an ally.

	CAI* pOther = (CAI*)g_pLTServer->HandleToObject( pFact->GetTargetObject() );
	EnumCharacterStance eStance = g_pCharacterDB->GetStance( pAI->GetAlignment(), pOther->GetAlignment() );
	if( eStance != kCharStance_Like )
	{
		return pFact->GetTargetObject();
	}

	// Ally is not targeting a character.

	if( pOther->GetAIBlackBoard()->GetBBTargetType() != kTarget_Character )
	{
		return pFact->GetTargetObject();
	}

	// Return the Ally's target object.

	return pOther->GetAIBlackBoard()->GetBBTargetObject();
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:36,代码来源:AITargetSelectDisturbanceBeyondGuard.cpp

示例2: TargetDisturbance

void CAITargetSelectDisturbance::TargetDisturbance( CAI* pAI, CAIWMFact* pFact )
{
	// Sanity check.

	if( !( pAI && pFact ) )
	{
		return;
	}

	// Record the existence of a disturbance in the AI's world state.

	pAI->GetAIWorldState()->SetWSProp( kWSK_DisturbanceExists, pAI->m_hObject, kWST_bool, true );


	// Play a sound corresponding to the type of stimulus.

	EnumAIStimulusID eStimulusID;
	EnumAIStimulusType eStimulusType;
	pFact->GetStimulus( &eStimulusType, &eStimulusID );
	switch( eStimulusType )
	{
		case kStim_WeaponFireSound:
		case kStim_WeaponImpactSound:
		case kStim_WeaponReloadSound:
		case kStim_DisturbanceSound:
		case kStim_FootstepSound:
		case kStim_DeathSound:
		case kStim_PainSound:
			{
				HOBJECT hAlly = g_pAICoordinator->FindAlly( pAI->m_hObject, NULL );
				if( hAlly )
				{
					// "Check it out!"
					// "Roger!"

					g_pAISoundMgr->RequestAISound( pAI->m_hObject, kAIS_OrderInvestigate, kAISndCat_DisturbanceHeard, NULL, 1.f );
					g_pAISoundMgr->RequestAISoundSequence( hAlly, kAIS_Affirmative, pAI->m_hObject, kAIS_OrderInvestigate, kAIS_OrderInvestigate, kAISndCat_Event, NULL, 0.3f );
				}
				else {
					// "What was that?"

					g_pAISoundMgr->RequestAISound( pAI->m_hObject, kAIS_DisturbanceHeardAlarming, kAISndCat_DisturbanceHeard, NULL, 1.f );
				}
			}
			break;

		// "Flashlight!"

		case kStim_FlashlightBeamVisible:
			{
				g_pAISoundMgr->RequestAISound( pAI->m_hObject, kAIS_DisturbanceSeenFlashlight, kAISndCat_Event, NULL, 0.5f );

				HOBJECT hAlly = g_pAICoordinator->FindAlly( pAI->m_hObject, NULL );
				if( hAlly )
				{
					// "Check it out!"
					// "Roger!"

					g_pAISoundMgr->RequestAISoundSequence( hAlly, kAIS_OrderInvestigate, pAI->m_hObject, kAIS_DisturbanceSeenFlashlight, kAIS_DisturbanceSeenFlashlight, kAISndCat_DisturbanceHeard, NULL, 0.3f );
					g_pAISoundMgr->RequestAISoundSequence( pAI->m_hObject, kAIS_Affirmative, hAlly, kAIS_OrderInvestigate, kAIS_DisturbanceSeenFlashlight, kAISndCat_Event, NULL, 0.3f );
				}
			}
			break;
	}

	// Record new target on the BlackBoard.

	pAI->GetAIBlackBoard()->SetBBTargetType( kTarget_Disturbance );
	pAI->GetAIBlackBoard()->SetBBTargetStimulusType( eStimulusType );
	pAI->GetAIBlackBoard()->SetBBTargetStimulusID( eStimulusID );
	pAI->GetAIBlackBoard()->SetBBTargetChangeTime( g_pLTServer->GetTime() );
	pAI->GetAIBlackBoard()->SetBBTargetObject( pFact->GetTargetObject() );


	// Record initial disturbance position.
	// If the stimulus is dynamic, AITarget will track its movement.

	LTVector vTargetPos = pFact->GetPos();
	pAI->GetAIBlackBoard()->SetBBTargetPosition( vTargetPos );

	// If the disturbance is coming from an ally's weapon fire sound,
	// then treat the disturbance position as the position of whatever
	// the ally is firing at.

	if( IsAI( pFact->GetTargetObject() ) )
	{
		CAI* pOtherAI = (CAI*)g_pLTServer->HandleToObject( pFact->GetTargetObject() );
		if( pOtherAI && 
			pOtherAI->HasTarget( kTarget_Character ) &&
			( eStimulusType == kStim_WeaponFireSound ) &&
			( kCharStance_Like == g_pCharacterDB->GetStance( pAI->GetAlignment(), pOtherAI->GetAlignment() ) ) )
		{
			LTVector vTargetPos = pOtherAI->GetAIBlackBoard()->GetBBTargetPosition();
			pAI->GetAIBlackBoard()->SetBBTargetPosition( vTargetPos );
			pFact->SetPos( vTargetPos, 1.f );
		}
	}
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:98,代码来源:AITargetSelectDisturbance.cpp


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