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C++ Ship::Facing方法代码示例

本文整理汇总了C++中Ship::Facing方法的典型用法代码示例。如果您正苦于以下问题:C++ Ship::Facing方法的具体用法?C++ Ship::Facing怎么用?C++ Ship::Facing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Ship的用法示例。


在下文中一共展示了Ship::Facing方法的12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: Attack

void AI::Attack(Ship &ship, Command &command, const Ship &target)
{
	Point d = target.Position() - ship.Position();
	
	// First, figure out what your shortest-range weapon is.
	double shortestRange = 4000.;
	for(const Armament::Weapon &weapon : ship.Weapons())
	{
		const Outfit *outfit = weapon.GetOutfit();
		if(outfit && !weapon.IsAntiMissile())
			shortestRange = min(outfit->Range(), shortestRange);
	}
	
	// Deploy any fighters you are carrying.
	if(!ship.IsYours())
		command |= Command::DEPLOY;
	// If this ship only has long-range weapons, it should keep its distance
	// instead of trying to close with the target ship.
	if(shortestRange > 1000. && d.Length() < .5 * shortestRange)
	{
		command.SetTurn(TurnToward(ship, -d));
		if(ship.Facing().Unit().Dot(d) <= 0.)
			command |= Command::FORWARD;
		return;
	}
	
	// First of all, aim in the direction that will hit this target.
	command.SetTurn(TurnToward(ship, TargetAim(ship)));
	
	// Calculate this ship's "turning radius; that is, the smallest circle it
	// can make while at full speed.
	double stepsInFullTurn = 360. / ship.TurnRate();
	double circumference = stepsInFullTurn * ship.Velocity().Length();
	double diameter = max(200., circumference / PI);
	
	// This isn't perfect, but it works well enough.
	if((ship.Facing().Unit().Dot(d) >= 0. && d.Length() > diameter)
			|| (ship.Velocity().Dot(d) < 0. && ship.Facing().Unit().Dot(d.Unit()) >= .9))
		command |= Command::FORWARD;
}
开发者ID:balachia,项目名称:endless-sky,代码行数:40,代码来源:AI.cpp

示例2: RendezvousTime

// Fire this weapon. If it is a turret, it automatically points toward
// the given ship's target. If the weapon requires ammunition, it will
// be subtracted from the given ship.
void Armament::Weapon::Fire(Ship &ship, list<Projectile> &projectiles, list<Effect> &effects)
{
	// Since this is only called internally by Armament (no one else has non-
	// const access), assume Armament checked that this is a valid call.
	Angle aim = ship.Facing();
	
	// Get projectiles to start at the right position. They are drawn at an
	// offset of (.5 * velocity) and that velocity includes the velocity of the
	// ship that fired them.
	Point start = ship.Position() + aim.Rotate(point) - .5 * ship.Velocity();
	
	shared_ptr<const Ship> target = ship.GetTargetShip();
	// If you are boarding your target, do not fire on it.
	if(ship.IsBoarding() || ship.Commands().Has(Command::BOARD))
		target.reset();
	
	if(!isTurret || !target || target->GetSystem() != ship.GetSystem())
		aim += angle;
	else
	{
		Point p = target->Position() - start + ship.GetPersonality().Confusion();
		Point v = target->Velocity() - ship.Velocity();
		double steps = RendezvousTime(p, v, outfit->Velocity());
		
		// Special case: RendezvousTime() may return NaN. But in that case, this
		// comparison will return false.
		if(!(steps < outfit->TotalLifetime()))
			steps = outfit->TotalLifetime();
		
		p += steps * v;
		
		aim = Angle(TO_DEG * atan2(p.X(), -p.Y()));
	}
	
	projectiles.emplace_back(ship, start, aim, outfit);
	if(outfit->WeaponSound())
		Audio::Play(outfit->WeaponSound(), start);
	double force = outfit->FiringForce();
	if(force)
		ship.ApplyForce(aim.Unit() * -force);
	
	for(const auto &eit : outfit->FireEffects())
		for(int i = 0; i < eit.second; ++i)
		{
			effects.push_back(*eit.first);
			effects.back().Place(start, ship.Velocity(), aim);
		}
	
	Fire(ship);
}
开发者ID:Arnogax,项目名称:endless-sky,代码行数:53,代码来源:Armament.cpp

示例3: Stop

bool AI::Stop(Ship &ship, Command &command, double slow)
{
	const Point &velocity = ship.Velocity();
	const Angle &angle = ship.Facing();
	
	double speed = velocity.Length();
	
	if(speed <= slow)
		return true;
	
	command.SetTurn(TurnBackward(ship));
	if(velocity.Unit().Dot(angle.Unit()) < -.8)
		command |= Command::FORWARD;
	
	return false;
}
开发者ID:balachia,项目名称:endless-sky,代码行数:16,代码来源:AI.cpp

示例4: TurnToward

double AI::TurnToward(const Ship &ship, const Point &vector)
{
	static const double RAD_TO_DEG = 180. / 3.14159265358979;
	Point facing = ship.Facing().Unit();
	double cross = vector.Cross(facing);
	
	if(vector.Dot(facing) > 0.)
	{
		double angle = asin(cross / vector.Length()) * RAD_TO_DEG;
		if(fabs(angle) <= ship.TurnRate())
			return -angle / ship.TurnRate();
	}
	
	bool left = cross < 0.;
	return left - !left;
}
开发者ID:balachia,项目名称:endless-sky,代码行数:16,代码来源:AI.cpp

示例5: TurnBackward

double AI::TurnBackward(const Ship &ship)
{
	Angle angle = ship.Facing();
	bool left = ship.Velocity().Cross(angle.Unit()) > 0.;
	double turn = left - !left;
	
	// Check if the ship will still be pointing to the same side of the target
	// angle if it turns by this amount.
	angle += ship.TurnRate() * turn;
	bool stillLeft = ship.Velocity().Cross(angle.Unit()) > 0.;
	if(left == stillLeft)
		return turn;
	
	// If we're within one step of the correct direction, stop turning.
	return 0.;
}
开发者ID:balachia,项目名称:endless-sky,代码行数:16,代码来源:AI.cpp

示例6:

// Fire an anti-missile. Returns true if the missile should be killed.
bool Armament::Weapon::FireAntiMissile(Ship &ship, const Projectile &projectile, list<Effect> &effects)
{
	int strength = outfit->AntiMissile();
	if(!strength)
		return false;
	
	double range = outfit->Velocity();
	
	// Check if the missile is in range.
	Point start = ship.Position() + ship.Facing().Rotate(point);
	Point offset = projectile.Position() - start;
	if(offset.Length() > range)
		return false;
	
	// Firing effects are displayed at the anti-missile that just fired.
	Angle aim = TO_DEG * atan2(offset.X(), -offset.Y());
	for(const auto &eit : outfit->FireEffects())
		for(int i = 0; i < eit.second; ++i)
		{
			effects.push_back(*eit.first);
			effects.back().Place(start, ship.Velocity(), aim);
		}
	
	// Figure out where the effect should be placed. Anti-missiles do not create
	// projectiles; they just create a blast animation.
	start += (.5 * range) * offset.Unit();
	for(const auto &eit : outfit->HitEffects())
		for(int i = 0; i < eit.second; ++i)
		{
			effects.push_back(*eit.first);
			effects.back().Place(start, ship.Velocity(), aim);
		}
	
	// Die effects are displayed at the projectile, whether or not it actually "dies."
	for(const auto &eit : outfit->DieEffects())
		for(int i = 0; i < eit.second; ++i)
		{
			effects.push_back(*eit.first);
			effects.back().Place(projectile.Position(), projectile.Velocity(), aim);
		}
	
	Fire(ship);
	
	return (Random::Int(strength) > Random::Int(projectile.MissileStrength()));
}
开发者ID:Arnogax,项目名称:endless-sky,代码行数:46,代码来源:Armament.cpp

示例7: MoveTo

bool AI::MoveTo(Ship &ship, Command &command, const Point &target, double radius, double slow)
{
	const Point &position = ship.Position();
	const Point &velocity = ship.Velocity();
	const Angle &angle = ship.Facing();
	Point distance = target - position;
	
	double speed = velocity.Length();
	
	bool isClose = (distance.Length() < radius);
	if(isClose && speed < slow)
		return true;
	
	distance = target - StoppingPoint(ship);
	bool isFacing = (distance.Unit().Dot(angle.Unit()) > .8);
	if(!isClose || !isFacing)
		command.SetTurn(TurnToward(ship, distance));
	if(isFacing)
		command |= Command::FORWARD;
	
	return false;
}
开发者ID:balachia,项目名称:endless-sky,代码行数:22,代码来源:AI.cpp

示例8: StoppingPoint

Point AI::StoppingPoint(const Ship &ship)
{
	const Point &position = ship.Position();
	const Point &velocity = ship.Velocity();
	const Angle &angle = ship.Facing();
	double acceleration = ship.Acceleration();
	double turnRate = ship.TurnRate();
	
	// If I were to turn around and stop now, where would that put me?
	double v = velocity.Length();
	if(!v)
		return position;
	
	// This assumes you're facing exactly the wrong way.
	double degreesToTurn = TO_DEG * acos(-velocity.Unit().Dot(angle.Unit()));
	double stopDistance = v * (degreesToTurn / turnRate);
	// Sum of: v + (v - a) + (v - 2a) + ... + 0.
	// The number of terms will be v / a.
	// The average term's value will be v / 2. So:
	stopDistance += .5 * v * v / acceleration;
	
	return position + stopDistance * velocity.Unit();
}
开发者ID:balachia,项目名称:endless-sky,代码行数:23,代码来源:AI.cpp

示例9: InBlastRadius

// Check if the given ship is within this projectile's blast radius. (The
// projectile will not explode unless it is also within the trigger radius.)
bool Projectile::InBlastRadius(const Ship &ship, int step) const
{
	const Mask &mask = ship.GetSprite().GetMask(step);
	return mask.WithinRange(position - ship.Position(), ship.Facing(), weapon->BlastRadius());
}
开发者ID:Phezzan,项目名称:endless-sky,代码行数:7,代码来源:Projectile.cpp

示例10: MoveIndependent

void AI::MoveIndependent(Ship &ship, Command &command) const
{
	if(ship.Position().Length() >= 10000.)
	{
		MoveTo(ship, command, Point(), 40., .8);
		return;
	}
	shared_ptr<const Ship> target = ship.GetTargetShip();
	if(target && (ship.GetGovernment()->IsEnemy(target->GetGovernment())
			|| (ship.IsYours() && target == sharedTarget.lock())))
	{
		bool shouldBoard = ship.Cargo().Free() && ship.GetPersonality().Plunders();
		bool hasBoarded = Has(ship, target, ShipEvent::BOARD);
		if(shouldBoard && target->IsDisabled() && !hasBoarded)
		{
			if(ship.IsBoarding())
				return;
			MoveTo(ship, command, target->Position(), 40., .8);
			command |= Command::BOARD;
		}
		else
			Attack(ship, command, *target);
		return;
	}
	else if(target)
	{
		bool cargoScan = ship.Attributes().Get("cargo scan");
		bool outfitScan = ship.Attributes().Get("outfit scan");
		if((!cargoScan || Has(ship, target, ShipEvent::SCAN_CARGO))
				&& (!outfitScan || Has(ship, target, ShipEvent::SCAN_OUTFITS)))
			target.reset();
		else
		{
			CircleAround(ship, command, *target);
			if(!ship.GetGovernment()->IsPlayer())
				command |= Command::SCAN;
		}
		return;
	}
	
	// If this ship is moving independently because it has a target, not because
	// it has no parent, don't let it make travel plans.
	if(ship.GetParent() && !ship.GetPersonality().IsStaying())
		return;
	
	if(!ship.GetTargetSystem() && !ship.GetTargetPlanet() && !ship.GetPersonality().IsStaying())
	{
		int jumps = ship.JumpsRemaining();
		// Each destination system has an average priority of 10.
		// If you only have one jump left, landing should be high priority.
		int planetWeight = jumps ? (1 + 40 / jumps) : 1;
		
		vector<int> systemWeights;
		int totalWeight = 0;
		const vector<const System *> &links = ship.Attributes().Get("jump drive")
			? ship.GetSystem()->Neighbors() : ship.GetSystem()->Links();
		if(jumps)
		{
			for(const System *link : links)
			{
				// Prefer systems in the direction we're facing.
				Point direction = link->Position() - ship.GetSystem()->Position();
				int weight = static_cast<int>(
					11. + 10. * ship.Facing().Unit().Dot(direction.Unit()));
				
				systemWeights.push_back(weight);
				totalWeight += weight;
			}
		}
		int systemTotalWeight = totalWeight;
		
		// Anywhere you can land that has a port has the same weight. Ships will
		// not land anywhere without a port.
		vector<const StellarObject *> planets;
		for(const StellarObject &object : ship.GetSystem()->Objects())
			if(object.GetPlanet() && object.GetPlanet()->HasSpaceport()
					&& object.GetPlanet()->CanLand(ship))
			{
				planets.push_back(&object);
				totalWeight += planetWeight;
			}
		if(!totalWeight)
			return;
		
		int choice = Random::Int(totalWeight);
		if(choice < systemTotalWeight)
		{
			for(unsigned i = 0; i < systemWeights.size(); ++i)
			{
				choice -= systemWeights[i];
				if(choice < 0)
				{
					ship.SetTargetSystem(links[i]);
					break;
				}
			}
		}
		else
		{
			choice = (choice - systemTotalWeight) / planetWeight;
//.........这里部分代码省略.........
开发者ID:balachia,项目名称:endless-sky,代码行数:101,代码来源:AI.cpp

示例11: MovePlayer


//.........这里部分代码省略.........
					
					if(distance < closest)
					{
						ship.SetTargetPlanet(&object);
						closest = distance;
					}
				}
			if(!ship.GetTargetPlanet())
				message = "There are no planets in this system that you can land on.";
			else if(!ship.GetTargetPlanet()->GetPlanet()->CanLand())
				message = "The authorities on this planet refuse to clear you to land here.";
			else if(count > 1)
			{
				message = "You can land on more than one planet in this system. Landing on ";
				if(ship.GetTargetPlanet()->Name().empty())
					message += "???.";
				else
					message += ship.GetTargetPlanet()->Name() + ".";
			}
		}
		if(!message.empty())
			Messages::Add(message);
	}
	else if(keyDown.Has(Command::JUMP))
	{
		if(!ship.GetTargetSystem())
		{
			double bestMatch = -2.;
			const auto &links = (ship.Attributes().Get("jump drive") ?
				ship.GetSystem()->Neighbors() : ship.GetSystem()->Links());
			for(const System *link : links)
			{
				Point direction = link->Position() - ship.GetSystem()->Position();
				double match = ship.Facing().Unit().Dot(direction.Unit());
				if(match > bestMatch)
				{
					bestMatch = match;
					ship.SetTargetSystem(link);
				}
			}
		}
	}
	else if(keyDown.Has(Command::SCAN))
		command |= Command::SCAN;
	
	bool hasGuns = Preferences::Has("Automatic firing") && !ship.IsBoarding()
		&& !(keyStuck | keyHeld).Has(Command::LAND | Command::JUMP | Command::BOARD);
	if(hasGuns)
		command |= AutoFire(ship, ships, false);
	hasGuns |= keyHeld.Has(Command::PRIMARY);
	if(keyHeld)
	{
		if(keyHeld.Has(Command::RIGHT | Command::LEFT))
			command.SetTurn(keyHeld.Has(Command::RIGHT) - keyHeld.Has(Command::LEFT));
		else if(keyHeld.Has(Command::BACK))
		{
			if(ship.Attributes().Get("reverse thrust"))
				command |= Command::BACK;
			else
				command.SetTurn(TurnBackward(ship));
		}
		
		if(keyHeld.Has(Command::FORWARD))
			command |= Command::FORWARD;
		if(keyHeld.Has(Command::PRIMARY))
		{
开发者ID:balachia,项目名称:endless-sky,代码行数:67,代码来源:AI.cpp

示例12: AutoFire

// Fire whichever of the given ship's weapons can hit a hostile target.
Command AI::AutoFire(const Ship &ship, const list<shared_ptr<Ship>> &ships, bool secondary) const
{
	Command command;
	int index = -1;
	
	// Special case: your target is not your enemy. Do not fire, because you do
	// not want to risk damaging that target. The only time a ship other than
	// the player will target a friendly ship is if the player has asked a ship
	// for assistance.
	shared_ptr<Ship> currentTarget = ship.GetTargetShip();
	const Government *gov = ship.GetGovernment();
	bool isSharingTarget = ship.IsYours() && currentTarget == sharedTarget.lock();
	bool currentIsEnemy = currentTarget
		&& currentTarget->GetGovernment()->IsEnemy(gov)
		&& currentTarget->GetSystem() == ship.GetSystem();
	if(currentTarget && !(currentIsEnemy || isSharingTarget))
		currentTarget.reset();
	
	// Only fire on disabled targets if you don't want to plunder them.
	bool spareDisabled = (ship.GetPersonality().Disables() || ship.GetPersonality().Plunders());
	
	// Find the longest range of any of your non-homing weapons.
	double maxRange = 0.;
	for(const Armament::Weapon &weapon : ship.Weapons())
		if(weapon.IsReady() && !weapon.IsHoming() && (secondary || !weapon.GetOutfit()->Icon()))
			maxRange = max(maxRange, weapon.GetOutfit()->Range());
	// Extend the weapon range slightly to account for velocity differences.
	maxRange *= 1.5;
	
	// Find all enemy ships within range of at least one weapon.
	vector<shared_ptr<const Ship>> enemies;
	if(currentTarget)
		enemies.push_back(currentTarget);
	for(auto target : ships)
		if(target->IsTargetable() && gov->IsEnemy(target->GetGovernment())
				&& target->Velocity().Length() < 20.
				&& target->GetSystem() == ship.GetSystem()
				&& target->Position().Distance(ship.Position()) < maxRange
				&& target != currentTarget)
			enemies.push_back(target);
	
	for(const Armament::Weapon &weapon : ship.Weapons())
	{
		++index;
		// Skip weapons that are not ready to fire. Also skip homing weapons if
		// no target is selected, and secondary weapons if only firing primaries.
		if(!weapon.IsReady() || (!currentTarget && weapon.IsHoming()))
			continue;
		if(!secondary && weapon.GetOutfit()->Icon())
			continue;
		
		// Special case: if the weapon uses fuel, be careful not to spend so much
		// fuel that you cannot leave the system if necessary.
		if(weapon.GetOutfit()->FiringFuel())
		{
			double fuel = ship.Fuel() * ship.Attributes().Get("fuel capacity");
			fuel -= weapon.GetOutfit()->FiringFuel();
			// If the ship is not ever leaving this system, it does not need to
			// reserve any fuel.
			bool isStaying = ship.GetPersonality().IsStaying();
			if(!secondary || fuel < (isStaying ? 0. : ship.JumpFuel()))
				continue;
		}
		// Figure out where this weapon will fire from, but add some randomness
		// depending on how accurate this ship's pilot is.
		Point start = ship.Position() + ship.Facing().Rotate(weapon.GetPoint());
		start += ship.GetPersonality().Confusion();
		
		const Outfit *outfit = weapon.GetOutfit();
		double vp = outfit->Velocity();
		double lifetime = outfit->TotalLifetime();
		
		if(currentTarget && (weapon.IsHoming() || weapon.IsTurret()))
		{
			bool hasBoarded = Has(ship, currentTarget, ShipEvent::BOARD);
			if(currentTarget->IsDisabled() && spareDisabled && !hasBoarded)
				continue;
			
			Point p = currentTarget->Position() - start;
			Point v = currentTarget->Velocity() - ship.Velocity();
			// By the time this action is performed, the ships will have moved
			// forward one time step.
			p += v;
			
			if(p.Length() < outfit->BlastRadius())
				continue;
			
			double steps = Armament::RendevousTime(p, v, vp);
			if(steps == steps && steps <= lifetime)
			{
				command.SetFire(index);
				continue;
			}
		}
		// Don't fire homing weapons with no target.
		if(weapon.IsHoming())
			continue;
		
		for(const shared_ptr<const Ship> &target : enemies)
//.........这里部分代码省略.........
开发者ID:balachia,项目名称:endless-sky,代码行数:101,代码来源:AI.cpp


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