本文整理汇总了C++中CCircuitAI::IsAllyAware方法的典型用法代码示例。如果您正苦于以下问题:C++ CCircuitAI::IsAllyAware方法的具体用法?C++ CCircuitAI::IsAllyAware怎么用?C++ CCircuitAI::IsAllyAware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::IsAllyAware方法的1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: 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);
}
}