本文整理汇总了C++中CCircuitAI::GetCallback方法的典型用法代码示例。如果您正苦于以下问题:C++ CCircuitAI::GetCallback方法的具体用法?C++ CCircuitAI::GetCallback怎么用?C++ CCircuitAI::GetCallback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CCircuitAI
的用法示例。
在下文中一共展示了CCircuitAI::GetCallback方法的5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: FindTarget
void CDefendTask::FindTarget()
{
CCircuitAI* circuit = manager->GetCircuit();
auto enemies = std::move(circuit->GetCallback()->GetEnemyUnitsIn(GetPosition(), radius));
if (enemies.empty()) {
enemies = std::move(circuit->GetCallback()->GetEnemyUnitsIn(circuit->GetSetupManager()->GetBasePos(), radius));
if (enemies.empty()) {
SetTarget(nullptr);
return;
}
}
CEnemyUnit* bestTarget = nullptr;
float minSqDist = std::numeric_limits<float>::max();
for (Unit* e : enemies) {
if (e == nullptr) {
continue;
}
CEnemyUnit* enemy = circuit->GetEnemyUnit(e);
if (enemy != nullptr) {
float sqDist = GetPosition().SqDistance2D(enemy->GetPos());
if (minSqDist > sqDist) {
minSqDist = sqDist;
bestTarget = enemy;
}
}
delete e;
}
SetTarget(bestTarget);
}
示例2: Update
void CSReclaimTask::Update()
{
CCircuitAI* circuit = manager->GetCircuit();
if (circuit->GetEconomyManager()->IsMetalFull()) {
manager->AbortTask(this);
} else if ((++updCount % 4 == 0) && !units.empty()) {
// Check for damaged units
CBuilderManager* builderManager = circuit->GetBuilderManager();
CAllyUnit* repairTarget = nullptr;
circuit->UpdateFriendlyUnits();
auto us = std::move(circuit->GetCallback()->GetFriendlyUnitsIn(position, radius * 0.9f));
for (Unit* u : us) {
CAllyUnit* candUnit = circuit->GetFriendlyUnit(u);
if ((candUnit == nullptr) || builderManager->IsReclaimed(candUnit)) {
continue;
}
if (!u->IsBeingBuilt() && (u->GetHealth() < u->GetMaxHealth())) {
repairTarget = candUnit;
break;
}
}
utils::free_clear(us);
if (repairTarget != nullptr) {
// Repair task
IBuilderTask* task = circuit->GetFactoryManager()->EnqueueRepair(IBuilderTask::Priority::NORMAL, repairTarget);
decltype(units) tmpUnits = units;
for (CCircuitUnit* unit : tmpUnits) {
manager->AssignTask(unit, task);
}
manager->AbortTask(this);
}
}
}
示例3: FindUnitToAssist
CCircuitUnit* CBRepairTask::FindUnitToAssist(CCircuitUnit* unit)
{
CCircuitUnit* target = nullptr;
Unit* su = unit->GetUnit();
const AIFloat3& pos = su->GetPos();
float maxSpeed = su->GetMaxSpeed();
float radius = unit->GetCircuitDef()->GetBuildDistance() + maxSpeed * FRAMES_PER_SEC * 30;
CCircuitAI* circuit = manager->GetCircuit();
circuit->UpdateFriendlyUnits();
auto units = std::move(circuit->GetCallback()->GetFriendlyUnitsIn(pos, radius));
for (auto u : units) {
if ((u != nullptr) && u->GetHealth() < u->GetMaxHealth() && u->GetVel().Length() <= maxSpeed * 1.5f) {
target = circuit->GetFriendlyUnit(u);
if (target != nullptr) {
break;
}
}
}
utils::free_clear(units);
return target;
}
示例4: Execute
void IBuilderTask::Execute(CCircuitUnit* unit)
{
Unit* u = unit->GetUnit();
u->ExecuteCustomCommand(CMD_PRIORITY, {static_cast<float>(priority)});
CCircuitAI* circuit = manager->GetCircuit();
if (target != nullptr) {
Unit* tu = target->GetUnit();
u->Build(target->GetCircuitDef()->GetUnitDef(), tu->GetPos(), tu->GetBuildingFacing(), UNIT_COMMAND_OPTION_INTERNAL_ORDER, circuit->GetLastFrame() + FRAMES_PER_SEC * 60);
return;
}
CTerrainManager* terrainManager = circuit->GetTerrainManager();
UnitDef* buildUDef = buildDef->GetUnitDef();
if (buildPos != -RgtVector) {
if (circuit->GetMap()->IsPossibleToBuildAt(buildUDef, buildPos, facing)) {
u->Build(buildUDef, buildPos, facing, UNIT_COMMAND_OPTION_INTERNAL_ORDER, circuit->GetLastFrame() + FRAMES_PER_SEC * 60);
return;
} else {
terrainManager->RemoveBlocker(buildDef, buildPos, facing);
// FIXME: If enemy blocked position then reset will have no effect
// terrain->ResetBuildFrame();
}
}
circuit->GetThreatMap()->SetThreatType(unit);
// FIXME: Replace const 999.0f with build time?
if (circuit->IsAllyAware() && (cost > 999.0f)) {
// circuit->UpdateFriendlyUnits();
auto friendlies = std::move(circuit->GetCallback()->GetFriendlyUnitsIn(position, cost));
for (Unit* au : friendlies) {
CCircuitUnit* alu = circuit->GetFriendlyUnit(au);
if (alu == nullptr) {
continue;
}
if ((*alu->GetCircuitDef() == *buildDef) && au->IsBeingBuilt()) {
const AIFloat3& pos = au->GetPos();
if (terrainManager->CanBuildAt(unit, pos)) {
u->Build(buildUDef, pos, au->GetBuildingFacing(), UNIT_COMMAND_OPTION_INTERNAL_ORDER, circuit->GetLastFrame() + FRAMES_PER_SEC * 60);
utils::free_clear(friendlies);
return;
}
}
}
utils::free_clear(friendlies);
}
// Alter/randomize position
AIFloat3 pos;
if (isShake) {
AIFloat3 offset((float)rand() / RAND_MAX - 0.5f, 0.0f, (float)rand() / RAND_MAX - 0.5f);
pos = position + offset * SQUARE_SIZE * 16;
} else {
pos = position;
}
const float searchRadius = 200.0f * SQUARE_SIZE;
FindBuildSite(unit, pos, searchRadius);
if (buildPos != -RgtVector) {
terrainManager->AddBlocker(buildDef, buildPos, facing);
u->Build(buildUDef, buildPos, facing, UNIT_COMMAND_OPTION_INTERNAL_ORDER, circuit->GetLastFrame() + FRAMES_PER_SEC * 60);
} else {
// TODO: Select new proper BasePos, like near metal cluster.
int terWidth = terrainManager->GetTerrainWidth();
int terHeight = terrainManager->GetTerrainHeight();
float x = terWidth / 4 + rand() % (int)(terWidth / 2 + 1);
float z = terHeight / 4 + rand() % (int)(terHeight / 2 + 1);
AIFloat3 pos(x, circuit->GetMap()->GetElevationAt(x, z), z);
circuit->GetSetupManager()->SetBasePos(pos);
// Fallback to Guard/Assist/Patrol
manager->FallbackTask(unit);
}
}
示例5: Update
void CBReclaimTask::Update()
{
if (!isMetal) {
return;
}
CCircuitAI* circuit = manager->GetCircuit();
if (circuit->GetEconomyManager()->IsMetalFull()) {
manager->AbortTask(this);
} else if (!units.empty()) {
/*
* Update reclaim position
*/
// FIXME: Works only with 1 task per worker
CCircuitUnit* unit = *units.begin();
int frame = circuit->GetLastFrame();
const AIFloat3& pos = unit->GetPos(frame);
auto enemies = std::move(circuit->GetCallback()->GetEnemyUnitsIn(pos, 300.0f));
if (!enemies.empty()) {
for (Unit* enemy : enemies) {
if ((enemy != nullptr) && enemy->IsBeingBuilt()) {
unit->GetUnit()->ReclaimUnit(enemy, UNIT_COMMAND_OPTION_INTERNAL_ORDER, frame + FRAMES_PER_SEC * 60);
utils::free_clear(enemies);
return;
}
}
utils::free_clear(enemies);
}
auto features = std::move(circuit->GetCallback()->GetFeaturesIn(pos, 500.0f));
if (!features.empty()) {
CTerrainManager* terrainManager = circuit->GetTerrainManager();
circuit->GetThreatMap()->SetThreatType(unit);
AIFloat3 reclPos;
float minSqDist = std::numeric_limits<float>::max();
Resource* metalRes = circuit->GetEconomyManager()->GetMetalRes();
for (Feature* feature : features) {
AIFloat3 featPos = feature->GetPosition();
terrainManager->CorrectPosition(featPos); // Impulsed flying feature
if (!terrainManager->CanBuildAt(unit, featPos)) {
continue;
}
FeatureDef* featDef = feature->GetDef();
float reclaimValue = featDef->GetContainedResource(metalRes)/* * feature->GetReclaimLeft()*/;
delete featDef;
if (reclaimValue < 1.0f) {
continue;
}
float sqDist = pos.SqDistance2D(featPos);
if (sqDist < minSqDist) {
reclPos = featPos;
minSqDist = sqDist;
}
}
if (minSqDist < std::numeric_limits<float>::max()) {
const float radius = 8.0f; // unit->GetCircuitDef()->GetBuildDistance();
unit->GetUnit()->ReclaimInArea(reclPos, radius, UNIT_COMMAND_OPTION_INTERNAL_ORDER, frame + FRAMES_PER_SEC * 60);
}
utils::free_clear(features);
}
}
}