本文整理汇总了C++中Ship::Fuel方法的典型用法代码示例。如果您正苦于以下问题:C++ Ship::Fuel方法的具体用法?C++ Ship::Fuel怎么用?C++ Ship::Fuel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Ship
的用法示例。
在下文中一共展示了Ship::Fuel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: DoCloak
void AI::DoCloak(Ship &ship, Command &command, const list<shared_ptr<Ship>> &ships)
{
if(ship.Attributes().Get("cloak"))
{
// Never cloak if it will cause you to be stranded.
if(ship.Attributes().Get("cloaking fuel") && !ship.Attributes().Get("ramscoop"))
{
double fuel = ship.Fuel() * ship.Attributes().Get("fuel capacity");
fuel -= ship.Attributes().Get("cloaking fuel");
if(fuel < ship.JumpFuel())
return;
}
// Otherwise, always cloak if you are in imminent danger.
static const double MAX_RANGE = 10000.;
double nearestEnemy = MAX_RANGE;
for(const auto &other : ships)
if(other->GetSystem() == ship.GetSystem() && other->IsTargetable() &&
other->GetGovernment()->IsEnemy(ship.GetGovernment()))
nearestEnemy = min(nearestEnemy,
ship.Position().Distance(other->Position()));
if(ship.Hull() + ship.Shields() < 1. && nearestEnemy < 2000.)
command |= Command::CLOAK;
// Also cloak if there are no enemies nearby and cloaking does
// not cost you fuel.
if(nearestEnemy == MAX_RANGE && !ship.Attributes().Get("cloaking fuel"))
command |= Command::CLOAK;
}
}
示例2: sprite
EscortDisplay::Icon::Icon(const Ship &ship, bool isHere)
: sprite(ship.GetSprite().GetSprite()),
isHere(isHere && !ship.IsDisabled()),
stackSize(1),
cost(ship.Cost()),
system((!isHere && ship.GetSystem()) ? ship.GetSystem()->Name() : ""),
low{ship.Shields(), ship.Hull(), ship.Energy(), ship.Heat(), ship.Fuel()},
high(low)
{
}
示例3: UpdateAttributes
void ShipInfoDisplay::UpdateAttributes(const Ship &ship)
{
bool isGeneric = ship.Name().empty() || ship.GetPlanet();
attributeLabels.clear();
attributeValues.clear();
attributesHeight = 20;
const Outfit &attributes = ship.Attributes();
attributeLabels.push_back("cost:");
attributeValues.push_back(Format::Number(ship.Cost()));
attributesHeight += 20;
attributeLabels.push_back(string());
attributeValues.push_back(string());
attributesHeight += 10;
if(attributes.Get("shield generation"))
{
attributeLabels.push_back("shields charge / max:");
attributeValues.push_back(Format::Number(60. * attributes.Get("shield generation"))
+ " / " + Format::Number(attributes.Get("shields")));
}
else
{
attributeLabels.push_back("shields:");
attributeValues.push_back(Format::Number(attributes.Get("shields")));
}
attributesHeight += 20;
if(attributes.Get("hull repair rate"))
{
attributeLabels.push_back("hull repair / max:");
attributeValues.push_back(Format::Number(60. * attributes.Get("hull repair rate"))
+ " / " + Format::Number(attributes.Get("hull")));
}
else
{
attributeLabels.push_back("hull:");
attributeValues.push_back(Format::Number(attributes.Get("hull")));
}
attributesHeight += 20;
double emptyMass = ship.Mass();
attributeLabels.push_back(isGeneric ? "mass with no cargo:" : "mass:");
attributeValues.push_back(Format::Number(emptyMass));
attributesHeight += 20;
attributeLabels.push_back(isGeneric ? "cargo space:" : "cargo:");
if(isGeneric)
attributeValues.push_back(Format::Number(attributes.Get("cargo space")));
else
attributeValues.push_back(Format::Number(ship.Cargo().Used())
+ " / " + Format::Number(attributes.Get("cargo space")));
attributesHeight += 20;
attributeLabels.push_back("required crew / bunks:");
attributeValues.push_back(Format::Number(ship.RequiredCrew())
+ " / " + Format::Number(attributes.Get("bunks")));
attributesHeight += 20;
attributeLabels.push_back(isGeneric ? "fuel capacity:" : "fuel:");
double fuelCapacity = attributes.Get("fuel capacity");
if(isGeneric)
attributeValues.push_back(Format::Number(fuelCapacity));
else
attributeValues.push_back(Format::Number(ship.Fuel() * fuelCapacity)
+ " / " + Format::Number(fuelCapacity));
attributesHeight += 20;
double fullMass = emptyMass + (isGeneric ? attributes.Get("cargo space") : ship.Cargo().Used());
isGeneric &= (fullMass != emptyMass);
attributeLabels.push_back(string());
attributeValues.push_back(string());
attributesHeight += 10;
attributeLabels.push_back(isGeneric ? "movement, full / no cargo:" : "movement:");
attributeValues.push_back(string());
attributesHeight += 20;
attributeLabels.push_back("max speed:");
attributeValues.push_back(Format::Number(60. * attributes.Get("thrust") / attributes.Get("drag")));
attributesHeight += 20;
attributeLabels.push_back("acceleration:");
if(!isGeneric)
attributeValues.push_back(Format::Number(3600. * attributes.Get("thrust") / fullMass));
else
attributeValues.push_back(Format::Number(3600. * attributes.Get("thrust") / fullMass)
+ " / " + Format::Number(3600. * attributes.Get("thrust") / emptyMass));
attributesHeight += 20;
attributeLabels.push_back("turning:");
if(!isGeneric)
attributeValues.push_back(Format::Number(60. * attributes.Get("turn") / fullMass));
else
attributeValues.push_back(Format::Number(60. * attributes.Get("turn") / fullMass)
+ " / " + Format::Number(60. * attributes.Get("turn") / emptyMass));
attributesHeight += 20;
// Find out how much outfit, engine, and weapon space the chassis has.
map<string, double> chassis;
static const string names[] = {
"outfit space free:", "outfit space",
" weapon capacity:", "weapon capacity",
" engine capacity:", "engine capacity",
"gun ports free:", "gun ports",
//.........这里部分代码省略.........
示例4: DrawTravelPlan
void MapPanel::DrawTravelPlan() const
{
Color defaultColor(.5, .4, 0., 0.);
Color outOfFlagshipFuelRangeColor(.55, .1, .0, 0.);
Color withinFleetFuelRangeColor(.2, .5, .0, 0.);
Color wormholeColor(0.5, 0.2, 0.9, 1.);
Ship *ship = player.Flagship();
bool hasHyper = ship ? ship->Attributes().Get("hyperdrive") : false;
bool hasJump = ship ? ship->Attributes().Get("jump drive") : false;
// Find out how much fuel your ship and your escorts use per jump.
double flagshipCapacity = 0.;
if(ship)
flagshipCapacity = ship->Attributes().Get("fuel capacity") * ship->Fuel();
double flagshipJumpFuel = 0.;
if(ship)
flagshipJumpFuel = hasHyper ? ship->Attributes().Get("scram drive") ? 150. : 100. : 200.;
double escortCapacity = 0.;
double escortJumpFuel = 1.;
bool escortHasJump = false;
// Skip your flagship, parked ships, and fighters.
for(const shared_ptr<Ship> &it : player.Ships())
if(it.get() != ship && !it->IsParked() && !it->CanBeCarried())
{
double capacity = it->Attributes().Get("fuel capacity") * it->Fuel();
double jumpFuel = it->Attributes().Get("hyperdrive") ?
it->Attributes().Get("scram drive") ? 150. : 100. : 200.;
if(escortJumpFuel < 100. || capacity / jumpFuel < escortCapacity / escortJumpFuel)
{
escortCapacity = capacity;
escortJumpFuel = jumpFuel;
escortHasJump = it->Attributes().Get("jump drive");
}
}
// Draw your current travel plan.
if(!playerSystem)
return;
const System *previous = playerSystem;
for(int i = player.TravelPlan().size() - 1; i >= 0; --i)
{
const System *next = player.TravelPlan()[i];
// Figure out what kind of jump this is, and check if the player is able
// to make jumps of that kind.
bool isHyper =
(find(previous->Links().begin(), previous->Links().end(), next)
!= previous->Links().end());
bool isJump = isHyper ||
(find(previous->Neighbors().begin(), previous->Neighbors().end(), next)
!= previous->Neighbors().end());
bool isWormhole = false;
if(!((isHyper && hasHyper) || (isJump && hasJump)))
{
for(const StellarObject &object : previous->Objects())
isWormhole |= (object.GetPlanet() && object.GetPlanet()->WormholeDestination(previous) == next);
if(!isWormhole)
break;
}
Point from = Zoom() * (next->Position() + center);
Point to = Zoom() * (previous->Position() + center);
Point unit = (from - to).Unit() * 7.;
from -= unit;
to += unit;
if(isWormhole)
{
// Wormholes cost no fuel to travel through.
}
else if(!isHyper)
{
if(!escortHasJump)
escortCapacity = 0.;
flagshipCapacity -= 200.;
escortCapacity -= 200.;
}
else
{
flagshipCapacity -= flagshipJumpFuel;
escortCapacity -= escortJumpFuel;
}
Color drawColor = outOfFlagshipFuelRangeColor;
if(isWormhole)
drawColor = wormholeColor;
else if(flagshipCapacity >= 0. && escortCapacity >= 0.)
drawColor = withinFleetFuelRangeColor;
else if(flagshipCapacity >= 0. || escortCapacity >= 0.)
drawColor = defaultColor;
LineShader::Draw(from, to, 3., drawColor);
previous = next;
}
}
示例5: 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.........