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类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));
}
}
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.........
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.........
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;