本文整理汇总了C++中Ship::Hull方法的典型用法代码示例。如果您正苦于以下问题:C++ Ship::Hull方法的具体用法?C++ Ship::Hull怎么用?C++ Ship::Hull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::Hull方法的3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: 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.........