当前位置: 首页>>代码示例>>C++>>正文


C++ Ship::GetTargetSystem方法代码示例

本文整理汇总了C++中Ship::GetTargetSystem方法的典型用法代码示例。如果您正苦于以下问题:C++ Ship::GetTargetSystem方法的具体用法?C++ Ship::GetTargetSystem怎么用?C++ Ship::GetTargetSystem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::GetTargetSystem方法的4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: PrepareForHyperspace

void AI::PrepareForHyperspace(Ship &ship, Command &command)
{
	int type = ship.HyperspaceType();
	if(!type)
		return;
	
	Point direction = ship.GetTargetSystem()->Position() - ship.GetSystem()->Position();
	if(type == 150)
	{
		direction = direction.Unit();
		Point normal(-direction.Y(), direction.X());
		
		double deviation = ship.Velocity().Dot(normal);
		if(fabs(deviation) > ship.Attributes().Get("scram drive"))
		{
			// Need to maneuver; not ready to jump
			if((ship.Facing().Unit().Dot(normal) < 0) == (deviation < 0))
				// Thrusting from this angle is counterproductive
				direction = -deviation * normal;
			else
			{
				command |= Command::FORWARD;
				
				// How much correction will be applied to deviation by thrusting
				// as I turn back toward the jump direction.
				double turnRateRadians = ship.TurnRate() * TO_RAD;
				double cos = ship.Facing().Unit().Dot(direction);
				// integral(t*sin(r*x), angle/r, 0) = t/r * (1 - cos(angle)), so:
				double correctionWhileTurning = fabs(1 - cos) * ship.Acceleration() / turnRateRadians;
				// (Note that this will always underestimate because thrust happens before turn)
				
				if(fabs(deviation) - correctionWhileTurning > ship.Attributes().Get("scram drive"))
					// Want to thrust from an even sharper angle
					direction = -deviation * normal;
			}
		}
		command.SetTurn(TurnToward(ship, direction));
	}
	// If we are moving too fast, point in the right direction.
	else if(Stop(ship, command, ship.Attributes().Get("jump speed")))
	{
		if(type != 200)
			command.SetTurn(TurnToward(ship, direction));
	}
}
开发者ID:balachia,项目名称:endless-sky,代码行数:45,代码来源:AI.cpp

示例2: DoSurveillance

void AI::DoSurveillance(Ship &ship, Command &command, const list<shared_ptr<Ship>> &ships) const
{
	const shared_ptr<Ship> &target = ship.GetTargetShip();
	if(target && (!target->IsTargetable() || target->GetSystem() != ship.GetSystem()))
		ship.SetTargetShip(shared_ptr<Ship>());
	if(target && ship.GetGovernment()->IsEnemy(target->GetGovernment()))
	{
		MoveIndependent(ship, command);
		command |= AutoFire(ship, ships);
		return;
	}
	
	bool cargoScan = ship.Attributes().Get("cargo scan");
	bool outfitScan = ship.Attributes().Get("outfit scan");
	double atmosphereScan = ship.Attributes().Get("atmosphere scan");
	bool jumpDrive = ship.Attributes().Get("jump drive");
	bool hyperdrive = ship.Attributes().Get("hyperdrive");
	
	// This function is only called for ships that are in the player's system.
	if(ship.GetTargetSystem())
	{
		PrepareForHyperspace(ship, command);
		command |= Command::JUMP;
		command |= Command::DEPLOY;
	}
	else if(ship.GetTargetPlanet())
	{
		MoveToPlanet(ship, command);
		double distance = ship.Position().Distance(ship.GetTargetPlanet()->Position());
		if(distance < atmosphereScan && !Random::Int(100))
			ship.SetTargetPlanet(nullptr);
		else
			command |= Command::LAND;
	}
	else if(ship.GetTargetShip() && ship.GetTargetShip()->IsTargetable()
			&& ship.GetTargetShip()->GetSystem() == ship.GetSystem())
	{
		bool mustScanCargo = cargoScan && !Has(ship, target, ShipEvent::SCAN_CARGO);
		bool mustScanOutfits = outfitScan && !Has(ship, target, ShipEvent::SCAN_OUTFITS);
		bool isInSystem = (ship.GetSystem() == target->GetSystem() && !target->IsEnteringHyperspace());
		if(!isInSystem || (!mustScanCargo && !mustScanOutfits))
			ship.SetTargetShip(shared_ptr<Ship>());
		else
		{
			CircleAround(ship, command, *target);
			command |= Command::SCAN;
		}
	}
	else
	{
		shared_ptr<Ship> newTarget = FindTarget(ship, ships);
		if(newTarget && ship.GetGovernment()->IsEnemy(newTarget->GetGovernment()))
		{
			ship.SetTargetShip(newTarget);
			return;
		}
		
		vector<shared_ptr<Ship>> targetShips;
		vector<const StellarObject *> targetPlanets;
		vector<const System *> targetSystems;
		
		if(cargoScan || outfitScan)
			for(const auto &it : ships)
				if(it->GetGovernment() != ship.GetGovernment() && it->IsTargetable()
						&& it->GetSystem() == ship.GetSystem())
				{
					if(Has(ship, it, ShipEvent::SCAN_CARGO) && Has(ship, it, ShipEvent::SCAN_OUTFITS))
						continue;
				
					targetShips.push_back(it);
				}
		
		if(atmosphereScan)
			for(const StellarObject &object : ship.GetSystem()->Objects())
				if(!object.IsStar() && object.Radius() < 130.)
					targetPlanets.push_back(&object);
		
		if(jumpDrive)
			for(const System *link : ship.GetSystem()->Neighbors())
				targetSystems.push_back(link);
		else if(hyperdrive)
			for(const System *link : ship.GetSystem()->Links())
				targetSystems.push_back(link);
		
		unsigned total = targetShips.size() + targetPlanets.size() + targetSystems.size();
		if(!total)
			return;
		
		unsigned index = Random::Int(total);
		if(index < targetShips.size())
			ship.SetTargetShip(targetShips[index]);
		else
		{
			index -= targetShips.size();
			if(index < targetPlanets.size())
				ship.SetTargetPlanet(targetPlanets[index]);
			else
				ship.SetTargetSystem(targetSystems[index - targetPlanets.size()]);
		}
	}
//.........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3: 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4: MovePlayer


//.........这里部分代码省略.........
				{
					++count;
					double distance = ship.Position().Distance(object.Position());
					const Planet *planet = object.GetPlanet();
					if(planet == ship.GetDestination())
						distance = 0.;
					else if(!planet->HasSpaceport() && !planet->IsWormhole())
						distance += 10000.;
					
					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;
开发者ID:balachia,项目名称:endless-sky,代码行数:67,代码来源:AI.cpp


注:本文中的Ship::GetTargetSystem方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。