本文整理汇总了C++中Ship::GetPlanet方法的典型用法代码示例。如果您正苦于以下问题:C++ Ship::GetPlanet方法的具体用法?C++ Ship::GetPlanet怎么用?C++ Ship::GetPlanet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::GetPlanet方法的2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: 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2: MovePlayer
void AI::MovePlayer(Ship &ship, const PlayerInfo &player, const list<shared_ptr<Ship>> &ships)
{
Command command;
if(player.HasTravelPlan())
{
const System *system = player.TravelPlan().back();
ship.SetTargetSystem(system);
// Check if there's a particular planet there we want to visit.
for(const Mission &mission : player.Missions())
if(mission.Destination() && mission.Destination()->GetSystem() == system)
{
ship.SetDestination(mission.Destination());
break;
}
}
if(keyDown.Has(Command::NEAREST))
{
double closest = numeric_limits<double>::infinity();
int closeState = 0;
for(const shared_ptr<Ship> &other : ships)
if(other.get() != &ship && other->IsTargetable())
{
// Sort ships into one of three priority states:
// 0 = friendly, 1 = disabled enemy, 2 = active enemy.
int state = other->GetGovernment()->IsEnemy(ship.GetGovernment());
// Do not let "target nearest" select a friendly ship, so that
// if the player is repeatedly targeting nearest to, say, target
// a bunch of fighters, they won't start firing on friendly
// ships as soon as the last one is gone.
if((!state && !shift) || other->GetGovernment()->IsPlayer())
continue;
state += state * !other->IsDisabled();
double d = other->Position().Distance(ship.Position());
if(state > closeState || (state == closeState && d < closest))
{
ship.SetTargetShip(other);
closest = d;
closeState = state;
}
}
}
else if(keyDown.Has(Command::TARGET))
{
shared_ptr<const Ship> target = ship.GetTargetShip();
bool selectNext = !target || !target->IsTargetable();
for(const shared_ptr<Ship> &other : ships)
{
bool isPlayer = other->GetGovernment()->IsPlayer() || other->GetPersonality().IsEscort();
if(other == target)
selectNext = true;
else if(other.get() != &ship && selectNext && other->IsTargetable() && isPlayer == shift)
{
ship.SetTargetShip(other);
selectNext = false;
break;
}
}
if(selectNext)
ship.SetTargetShip(shared_ptr<Ship>());
}
else if(keyDown.Has(Command::BOARD))
{
shared_ptr<const Ship> target = ship.GetTargetShip();
if(!target || !target->IsDisabled() || target->IsDestroyed() || target->GetSystem() != ship.GetSystem())
{
double closest = numeric_limits<double>::infinity();
bool foundEnemy = false;
bool foundAnything = false;
for(const shared_ptr<Ship> &other : ships)
if(other->IsTargetable() && other->IsDisabled() && !other->IsDestroyed())
{
bool isEnemy = other->GetGovernment()->IsEnemy(ship.GetGovernment());
double d = other->Position().Distance(ship.Position());
if((isEnemy && !foundEnemy) || d < closest)
{
closest = d;
foundEnemy = isEnemy;
foundAnything = true;
ship.SetTargetShip(other);
}
}
if(!foundAnything)
keyDown.Clear(Command::BOARD);
}
}
else if(keyDown.Has(Command::LAND))
{
// If the player is right over an uninhabited planet, display a message
// explaining why they cannot land there.
string message;
for(const StellarObject &object : ship.GetSystem()->Objects())
if(!object.GetPlanet() && !object.GetSprite().IsEmpty())
{
double distance = ship.Position().Distance(object.Position());
if(distance < object.Radius())
//.........这里部分代码省略.........