本文整理汇总了C++中Contact::Threat方法的典型用法代码示例。如果您正苦于以下问题:C++ Contact::Threat方法的具体用法?C++ Contact::Threat怎么用?C++ Contact::Threat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Contact
的用法示例。
在下文中一共展示了Contact::Threat方法的3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: if
void
FighterTacticalAI::FindThreat()
{
// pick the closest contact on Threat Warning System:
Ship* threat_ship = 0;
Shot* threat_missile = 0;
double threat_dist = 1e9;
ListIter<Contact> c_iter = ship->ContactList();
while (++c_iter) {
Contact* contact = c_iter.value();
if (contact->Threat(ship) &&
(Game::GameTime() - contact->AcquisitionTime()) > THREAT_REACTION_TIME) {
double rng = contact->Range(ship);
if (contact->GetShot()) {
threat_missile = contact->GetShot();
}
else if (rng < threat_dist && contact->GetShip()) {
Ship* candidate = contact->GetShip();
if (candidate->InTransition())
continue;
if (candidate->IsStarship() && rng < 50e3) {
threat_ship = candidate;
threat_dist = rng;
}
else if (candidate->IsDropship() && rng < 25e3) {
threat_ship = candidate;
threat_dist = rng;
}
// static and ground units:
else if (rng < 30e3) {
threat_ship = candidate;
threat_dist = rng;
}
}
}
}
ship_ai->SetThreat(threat_ship);
ship_ai->SetThreatMissile(threat_missile);
}
示例2: if
bool
QuitView::CanAccept()
{
sim = Sim::GetSim();
if (!sim || sim->IsNetGame())
return true;
Ship* player_ship = sim->GetPlayerShip();
if (player_ship->MissionClock() < 60000) {
RadioView::Message(Game::GetText("QuitView.too-soon"));
RadioView::Message(Game::GetText("QuitView.abort"));
return false;
}
ListIter<Contact> iter = player_ship->ContactList();
while (++iter) {
Contact* c = iter.value();
Ship* cship = c->GetShip();
int ciff = c->GetIFF(player_ship);
if (c->Threat(player_ship)) {
RadioView::Message(Game::GetText("QuitView.threats-present"));
RadioView::Message(Game::GetText("QuitView.abort"));
return false;
}
else if (cship && ciff > 0 && ciff != player_ship->GetIFF()) {
Point delta = c->Location() - player_ship->Location();
double dist = delta.length();
if (cship->IsDropship() && dist < 50e3) {
RadioView::Message(Game::GetText("QuitView.threats-present"));
RadioView::Message(Game::GetText("QuitView.abort"));
return false;
}
else if (cship->IsStarship() && dist < 100e3) {
RadioView::Message(Game::GetText("QuitView.threats-present"));
RadioView::Message(Game::GetText("QuitView.abort"));
return false;
}
}
}
return true;
}
示例3: if
void
TacticalAI::FindThreat()
{
// pick the closest contact on Threat Warning System:
Ship* threat = 0;
Shot* threat_missile = 0;
Ship* rumor = 0;
double threat_dist = 1e9;
const DWORD THREAT_REACTION_TIME = 1000; // 1 second
ListIter<Contact> iter = ship->ContactList();
while (++iter) {
Contact* contact = iter.value();
if (contact->Threat(ship) &&
(Game::GameTime() - contact->AcquisitionTime()) > THREAT_REACTION_TIME) {
if (contact->GetShot()) {
threat_missile = contact->GetShot();
rumor = (Ship*) threat_missile->Owner();
}
else {
double rng = contact->Range(ship);
Ship* c_ship = contact->GetShip();
if (c_ship && !c_ship->InTransition() &&
c_ship->Class() != Ship::FREIGHTER &&
c_ship->Class() != Ship::FARCASTER) {
if (c_ship->GetTarget() == ship) {
if (!threat || c_ship->Class() > threat->Class()) {
threat = c_ship;
threat_dist = 0;
}
}
else if (rng < threat_dist) {
threat = c_ship;
threat_dist = rng;
}
}
}
}
}
if (rumor && !rumor->InTransition()) {
iter.reset();
while (++iter) {
if (iter->GetShip() == rumor) {
rumor = 0;
ship_ai->ClearRumor();
break;
}
}
}
else {
rumor = 0;
ship_ai->ClearRumor();
}
ship_ai->SetRumor(rumor);
ship_ai->SetThreat(threat);
ship_ai->SetThreatMissile(threat_missile);
}