本文整理汇总了C++中CMoveShape::IsDied方法的典型用法代码示例。如果您正苦于以下问题:C++ CMoveShape::IsDied方法的具体用法?C++ CMoveShape::IsDied怎么用?C++ CMoveShape::IsDied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CMoveShape
的用法示例。
在下文中一共展示了CMoveShape::IsDied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: operator
/// return true to filter shape.
bool operator() ( CShape *pShape )
{
CMoveShape *pDest = static_cast<CMoveShape*>( pShape );
if( pDest->IsDied() )
{
return true;
}
if( pOwner->Distance( pShape ) > lRange )
{
return true;
}
if (!pDest->IsVisible(pOwner) ) // ÒþÐÎ
{
return true;
}
if( pDest->GetExID() == pOwner->GetBefoolID() )
{
return true;
}
if( AIUtilities::IsInGodState( pShape ) )
{
return true;
}
return false;
}
示例2: CheckReturnPeace
bool FightObj::CheckReturnPeace()
{
if (m_Owner->GetIsFlyToPeace() == 0)
return false;
long dis = Distance(m_EnterFightPos.x, m_EnterFightPos.y, m_Owner->GetTileX(),
m_Owner->GetTileY());
unsigned long thisTime = timeGetTime();
if(m_AI->HasTarget())
{
CMoveShape *target = m_AI->GetTarget();
if (target == NULL || PHASEMAN.PhasePlayerFilter(target,m_Owner))
{
ReturnPeace();
return true;
}
if(target->IsDied() ||
!target->IsAttackAble(m_Owner) ||
!target->IsVisible(m_Owner))
{
ReturnPeace();
return true;
}
if(dis > m_Owner->GetBaseChaseRange())
{
ReturnPeace();
return true;
}
if(dis > m_Owner->GetReturnRange() && thisTime > m_HurtTime)
{
ReturnPeace();
return true;
}
}
else if(thisTime > m_GuardTime)
{
ReturnPeace();
return true;
}
return false;
}
示例3: OnSkillEnd
void PetAI::OnSkillEnd(long subType)
{
LogoutRetPeaceAct();
AddRetPeaceAct();
if(eAdd_Type == subType &&
CShape::STATE_PEACE == GetOwner()->GetState())
{
LogInfo(AI_MODULE, "PetAI Changed its owner\'s(id=%s) state from %s to %s",
GetOwner()->GetExID().tostring(),
CShape::State2Str(GetOwner()->GetState()),
CShape::State2Str(CShape::STATE_PEACE)
);
GetOwner()->ChangeStateTo(CShape::STATE_PEACE);
}
CMoveShape *target = GetTarget();
if(target == NULL ||
target->IsDied())
{
Resume(CONTINUE_TIME);
}
}
示例4: SearchEnemy
bool PetAI::SearchEnemy()
{
CPet *owner = (CPet*) m_Owner;
CMoveShape *host = owner->GetHost();
if(NULL == host)
{
LogError(AI_MODULE, "m_Owner->GetHost() error.");
return false;
}
CMoveShape *target = GetTarget();
// 当前有追踪目标
if(target != NULL)
{
long dis = owner->Distance(target);
long tracDis = owner->GetTrackRange();
if(!target->IsDied() &&
tracDis > dis &&
!target->IsGod())
{
return true;
}
}
// 寻找所在场景
CServerRegion *region = dynamic_cast<CServerRegion*>(host->GetFather());
if(NULL == region)
{
return false;
}
vector<CShape*> vOut;
region->FindAroundObject(owner, TYPE_PLAYER, vOut);
region->FindAroundObject(owner, TYPE_MONSTER, vOut);
region->FindAroundObject(owner, TYPE_PET, vOut);
bool ret = false;
map<long, CMoveShape*> AroundObjs;
long distance = 0;
for(size_t i=0; i < vOut.size(); ++i)
{
target = (CMoveShape*)vOut[i];
if(target != NULL &&
target->IsDied() &&
!target->IsGod() &&
target->IsAttackAble(owner))
{
distance = m_Owner->Distance(target->GetTileX(), target->GetTileY());
AroundObjs[distance] = target;
ret = true;
}
}
if(ret) // 满足条件设置对象
{
map<long, CMoveShape*>::iterator itr = AroundObjs.begin();
target = itr->second;
SetTarget(target->GetExID(), target->GetType());
//if(PET_TYPE_TRAP == owner->GetPetType())
//{
// owner->SetActTime(0, 0); // 避免寻敌后无法攻击
// owner->OnTrapSpring();
//}
}
return true;
}