本文整理汇总了C++中Ship::GetParent方法的典型用法代码示例。如果您正苦于以下问题:C++ Ship::GetParent方法的具体用法?C++ Ship::GetParent怎么用?C++ Ship::GetParent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::GetParent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: Refuel
void AI::Refuel(Ship &ship, Command &command)
{
if(ship.GetParent() && ship.GetParent()->GetTargetPlanet())
ship.SetTargetPlanet(ship.GetParent()->GetTargetPlanet());
else if(!ship.GetTargetPlanet())
{
double closest = numeric_limits<double>::infinity();
for(const StellarObject &object : ship.GetSystem()->Objects())
if(object.GetPlanet() && object.GetPlanet()->HasSpaceport())
{
double distance = ship.Position().Distance(object.Position());
if(distance < closest)
{
ship.SetTargetPlanet(&object);
closest = distance;
}
}
}
if(ship.GetTargetPlanet())
{
MoveToPlanet(ship, command);
command |= Command::LAND;
}
}
示例2: MoveEscort
void AI::MoveEscort(Ship &ship, Command &command)
{
const Ship &parent = *ship.GetParent();
bool isStaying = ship.GetPersonality().IsStaying();
// If an escort is out of fuel, they should refuel without waiting for the
// "parent" to land (because the parent may not be planning on landing).
if(ship.Attributes().Get("fuel capacity") && !ship.JumpsRemaining() && ship.GetSystem()->IsInhabited())
Refuel(ship, command);
else if(ship.GetSystem() != parent.GetSystem() && !isStaying)
{
DistanceMap distance(ship, parent.GetSystem());
const System *system = distance.Route(ship.GetSystem());
ship.SetTargetSystem(system);
if(!system || (ship.GetSystem()->IsInhabited() && !system->IsInhabited() && ship.JumpsRemaining() == 1))
Refuel(ship, command);
else
{
PrepareForHyperspace(ship, command);
command |= Command::JUMP;
}
}
else if(parent.Commands().Has(Command::LAND) && parent.GetTargetPlanet())
{
ship.SetTargetPlanet(parent.GetTargetPlanet());
MoveToPlanet(ship, command);
if(parent.IsLanding() || parent.CanLand())
command |= Command::LAND;
}
else if(parent.Commands().Has(Command::BOARD) && parent.GetTargetShip().get() == &ship)
Stop(ship, command);
else if(parent.Commands().Has(Command::JUMP) && parent.GetTargetSystem() && !isStaying)
{
DistanceMap distance(ship, parent.GetTargetSystem());
const System *dest = distance.Route(ship.GetSystem());
ship.SetTargetSystem(dest);
if(!dest || (dest != parent.GetTargetSystem() && !dest->IsInhabited() && ship.JumpsRemaining() == 1))
Refuel(ship, command);
else
{
PrepareForHyperspace(ship, command);
if(parent.IsEnteringHyperspace() || parent.CheckHyperspace())
command |= Command::JUMP;
}
}
else
CircleAround(ship, command, parent);
}
示例3: CalculateStep
//.........这里部分代码省略.........
++it;
}
projectiles.splice(projectiles.end(), newProjectiles);
// Move the flotsam, which should be drawn underneath the ships.
for(auto it = flotsam.begin(); it != flotsam.end(); )
{
if(!it->Move(effects))
{
it = flotsam.erase(it);
continue;
}
Ship *collector = nullptr;
for(const shared_ptr<Ship> &ship : ships)
{
if(ship->GetSystem() != player.GetSystem() || ship->CannotAct())
continue;
if(ship.get() == it->Source() || ship->Cargo().Free() < it->UnitSize())
continue;
const Mask &mask = ship->GetMask(step);
if(mask.Contains(it->Position() - ship->Position(), ship->Facing()))
{
collector = ship.get();
break;
}
}
if(collector)
{
string name;
if(collector->IsYours())
{
if(collector->GetParent())
name = "Your ship \"" + collector->Name() + "\" picked up ";
else
name = "You picked up ";
}
string commodity;
int amount = 0;
if(it->OutfitType())
{
amount = collector->Cargo().Add(it->OutfitType(), it->Count());
if(!name.empty())
{
if(it->OutfitType()->Get("installable") < 0.)
commodity = it->OutfitType()->Name();
else
Messages::Add(name + Format::Number(amount) + " " + it->OutfitType()->Name()
+ (amount == 1 ? "." : "s."));
}
}
else
{
amount = collector->Cargo().Add(it->CommodityType(), it->Count());
if(!name.empty())
commodity = it->CommodityType();
}
if(!commodity.empty())
Messages::Add(name + (amount == 1 ? "a ton" : Format::Number(amount) + " tons")
+ " of " + Format::LowerCase(commodity) + ".");
it = flotsam.erase(it);
continue;
}
示例4: 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.........
示例5: min
// Pick a new target for the given ship.
shared_ptr<Ship> AI::FindTarget(const Ship &ship, const list<shared_ptr<Ship>> &ships) const
{
// If this ship has no government, it has no enemies.
shared_ptr<Ship> target;
const Government *gov = ship.GetGovernment();
if(!gov)
return target;
bool isPlayerEscort = ship.IsYours();
if(isPlayerEscort)
{
shared_ptr<Ship> locked = sharedTarget.lock();
if(locked && locked->GetSystem() == ship.GetSystem() && !locked->IsDisabled())
return locked;
}
// If this ship is not armed, do not make it fight.
double minRange = numeric_limits<double>::infinity();
double maxRange = 0.;
for(const Armament::Weapon &weapon : ship.Weapons())
if(weapon.GetOutfit() && !weapon.IsAntiMissile())
{
minRange = min(minRange, weapon.GetOutfit()->Range());
maxRange = max(maxRange, weapon.GetOutfit()->Range());
}
if(!maxRange)
return target;
shared_ptr<Ship> oldTarget = ship.GetTargetShip();
if(oldTarget && !oldTarget->IsTargetable())
oldTarget.reset();
shared_ptr<Ship> parentTarget;
if(ship.GetParent())
parentTarget = ship.GetParent()->GetTargetShip();
if(parentTarget && !parentTarget->IsTargetable())
parentTarget.reset();
// Find the closest enemy ship (if there is one). If this ship is "heroic,"
// it will attack any ship in system. Otherwise, if all its weapons have a
// range higher than 2000, it will engage ships up to 50% beyond its range.
// If a ship has short range weapons and is not heroic, it will engage any
// ship that is within 3000 of it.
const Personality &person = ship.GetPersonality();
double closest = person.IsHeroic() ? numeric_limits<double>::infinity() :
(minRange > 1000.) ? maxRange * 1.5 : 4000.;
const System *system = ship.GetSystem();
bool isDisabled = false;
for(const auto &it : ships)
if(it->GetSystem() == system && it->IsTargetable() && gov->IsEnemy(it->GetGovernment()))
{
if(person.IsNemesis() && !it->GetGovernment()->IsPlayer())
continue;
double range = it->Position().Distance(ship.Position());
// Preferentially focus on your previous target or your parent ship's
// target if they are nearby.
if(it == oldTarget || it == parentTarget)
range -= 500.;
// If your personality it to disable ships rather than destroy them,
// never target disabled ships.
if(it->IsDisabled() && !person.Plunders()
&& (person.Disables() || (!person.IsNemesis() && it != oldTarget)))
continue;
if(!person.Plunders())
range += 5000. * it->IsDisabled();
else
{
bool hasBoarded = Has(ship, it, ShipEvent::BOARD);
// Don't plunder unless there are no "live" enemies nearby.
range += 2000. * (2 * it->IsDisabled() - !hasBoarded);
}
// Focus on nearly dead ships.
range += 500. * (it->Shields() + it->Hull());
if(range < closest)
{
closest = range;
target = it;
isDisabled = it->IsDisabled();
}
}
bool cargoScan = ship.Attributes().Get("cargo scan");
bool outfitScan = ship.Attributes().Get("outfit scan");
if(!target && (cargoScan || outfitScan) && !isPlayerEscort)
{
closest = numeric_limits<double>::infinity();
for(const auto &it : ships)
if(it->GetSystem() == system && it->GetGovernment() != gov && it->IsTargetable())
{
if((cargoScan && !Has(ship, it, ShipEvent::SCAN_CARGO))
|| (outfitScan && !Has(ship, it, ShipEvent::SCAN_OUTFITS)))
{
double range = it->Position().Distance(ship.Position());
if(range < closest)
{
closest = range;
target = it;
//.........这里部分代码省略.........