本文整理汇总了C++中CAI::HasTarget方法的典型用法代码示例。如果您正苦于以下问题:C++ CAI::HasTarget方法的具体用法?C++ CAI::HasTarget怎么用?C++ CAI::HasTarget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CAI
的用法示例。
在下文中一共展示了CAI::HasTarget方法的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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: ValidatePreconditions
bool CAITargetSelectCharacterSquad::ValidatePreconditions( CAI* pAI )
{
// Sanity check.
if( !pAI )
{
return false;
}
// AI is already targeting a character.
if( pAI->HasTarget( kTarget_Character ) )
{
return false;
}
// AI is not in a squad.
ENUM_AI_SQUAD_ID eSquad = g_pAICoordinator->GetSquadID( pAI->m_hObject );
CAISquad* pSquad = g_pAICoordinator->FindSquad( eSquad );
if( !pSquad )
{
return false;
}
// Find a squad member targeting a character.
CAI* pMember = NULL;
bool bTargetingCharacter = false;
uint32 cMembers = pSquad->GetNumSquadMembers();
LTObjRef* pMembers = pSquad->GetSquadMembers();
if( pMembers )
{
for( uint32 iMember=0; iMember < cMembers; ++iMember )
{
pMember = (CAI*)g_pLTServer->HandleToObject( pMembers[iMember] );
if( pMember && pMember->HasTarget( kTarget_Character ) )
{
bTargetingCharacter = true;
break;
}
}
}
// Preconditions are met if the squad is targeting someone.
return bTargetingCharacter;
}
示例2: Activate
void CAITargetSelectCharacterSquad::Activate( CAI* pAI )
{
super::Activate( pAI );
// Sanity check.
if( !pAI )
{
return;
}
// Bail if AI is not in a squad.
ENUM_AI_SQUAD_ID eSquad = g_pAICoordinator->GetSquadID( pAI->m_hObject );
CAISquad* pSquad = g_pAICoordinator->FindSquad( eSquad );
if( !pSquad )
{
return;
}
// Find a squad member targeting a character.
CAI* pMember = NULL;
bool bTargetingCharacter = false;
uint32 cMembers = pSquad->GetNumSquadMembers();
LTObjRef* pMembers = pSquad->GetSquadMembers();
if( pMembers )
{
for( uint32 iMember=0; iMember < cMembers; ++iMember )
{
pMember = (CAI*)g_pLTServer->HandleToObject( pMembers[iMember] );
if( pMember && pMember->HasTarget( kTarget_Character ) )
{
break;
}
}
}
// Bail if we failed to find a squad member.
if( !pMember )
{
return;
}
// Bail if squad member is not targeting a character.
if( !pMember->HasTarget( kTarget_Character ) )
{
return;
}
HOBJECT hTarget = pMember->GetAIBlackBoard()->GetBBTargetObject();
// Bail if squad member has no memory of the character.
CAIWMFact factQuery;
factQuery.SetFactType( kFact_Character );
factQuery.SetTargetObject( hTarget );
CAIWMFact* pFact = pMember->GetAIWorkingMemory()->FindWMFact( factQuery );
if( !pFact )
{
return;
}
// Create a memory for this character.
CAIWMFact* pTargetFact;
pTargetFact = pAI->GetAIWorkingMemory()->CreateWMFact( kFact_Character );
pTargetFact->SetTargetObject( hTarget, 1.f );
EnumAIStimulusID eStimulusID;
EnumAIStimulusType eStimulusType;
pFact->GetStimulus( &eStimulusType, &eStimulusID );
pTargetFact->SetStimulus( eStimulusType, eStimulusID, 0.f );
pTargetFact->SetPos( pFact->GetPos(), 1.f );
pTargetFact->SetRadius( 0.f, 1.f );
// Target the character.
TargetCharacter( pAI, pTargetFact );
}
示例3: ActivateGoal
void CAIGoalDrawWeapon::ActivateGoal()
{
super::ActivateGoal();
// Bail if no holstered weapon, or already have a weapon armed.
if( ( !m_pAI->HasHolsterString() ) ||
( m_pAI->GetPrimaryWeapon() ) )
{
m_fCurImportance = 0.f;
return;
}
// ASSERT(m_hStimulusSource != LTNULL);
// Ignore senses other than see enemy.
m_pAI->SetCurSenseFlags( kSense_SeeEnemy | kSense_SeeDangerousProjectile | kSense_SeeCatchableProjectile );
m_pGoalMgr->LockGoal( this );
// Set Draw state.
m_pAI->SetState( kState_HumanDraw );
if( m_pAI->GetAlarmLevel() >= m_pAI->GetBrain()->GetMajorAlarmThreshold() )
{
m_pAI->SetAwareness( kAware_Alert );
}
// If stimulated by an AI, target whatever he is targeting.
if( IsAI( m_hStimulusSource ) )
{
CAI* pAI = (CAI*)g_pLTServer->HandleToObject( m_hStimulusSource );
if( pAI )
{
if( pAI->HasTarget() )
{
m_pAI->Target( pAI->GetTarget()->GetObject() );
}
}
}
else if( IsCharacter( m_hStimulusSource ) )
{
// Only set a target to turn towards for specified senses.
switch( m_eSenseType )
{
case kSense_SeeEnemy:
case kSense_SeeEnemyLean:
case kSense_HearEnemyWeaponFire:
case kSense_HearEnemyFootstep:
{
// Only target hated characters.
CCharacter *pChar = (CCharacter*)g_pLTServer->HandleToObject( m_hStimulusSource );
if( pChar )
{
CharacterAlignment eAlignment = GetAlignment( pChar->GetRelationSet(), m_pAI->GetRelationData() );
if( eAlignment == HATE )
{
m_pAI->Target( m_hStimulusSource );
CAIHumanStateDraw* pStateDraw = (CAIHumanStateDraw*)m_pAI->GetState();
pStateDraw->SetFaceTarget( LTTRUE );
}
}
}
break;
}
}
}
示例4: 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 );
}
}
}