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C++ Ship::HyperspaceType方法代码示例

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


//.........这里部分代码省略.........
		if(keyHeld.Has(Command::FORWARD))
			command |= Command::FORWARD;
		if(keyHeld.Has(Command::PRIMARY))
		{
			int index = 0;
			for(const Armament::Weapon &weapon : ship.Weapons())
			{
				const Outfit *outfit = weapon.GetOutfit();
				if(outfit && !outfit->Icon())
				{
					command.SetFire(index);
					hasGuns |= !weapon.IsTurret();
				}
				++index;
			}
		}
		if(keyHeld.Has(Command::SECONDARY))
		{
			int index = 0;
			for(const Armament::Weapon &weapon : ship.Weapons())
			{
				const Outfit *outfit = weapon.GetOutfit();
				if(outfit && outfit == player.SelectedWeapon())
					command.SetFire(index);
				++index;
			}
		}
		if(keyHeld.Has(Command::AFTERBURNER))
			command |= Command::AFTERBURNER;
		
		if(keyHeld.Has(AutopilotCancelKeys()))
			keyStuck = keyHeld;
	}
	if(hasGuns && Preferences::Has("Automatic aiming") && !command.Turn()
			&& ship.GetTargetShip() && ship.GetTargetShip()->GetSystem() == ship.GetSystem()
			&& !keyStuck.Has(Command::LAND | Command::JUMP | Command::BOARD))
	{
		Point distance = ship.GetTargetShip()->Position() - ship.Position();
		if(distance.Unit().Dot(ship.Facing().Unit()) >= .8)
			command.SetTurn(TurnToward(ship, TargetAim(ship)));
	}
	
	if(ship.IsBoarding())
		keyStuck.Clear();
	else if(keyStuck.Has(Command::LAND) && ship.GetTargetPlanet())
	{
		if(ship.GetPlanet())
			keyStuck.Clear();
		else
		{
			MoveToPlanet(ship, command);
			command |= Command::LAND;
		}
	}
	else if(keyStuck.Has(Command::JUMP) && ship.GetTargetSystem())
	{
		if(!ship.Attributes().Get("hyperdrive") && !ship.Attributes().Get("jump drive"))
		{
			Messages::Add("You do not have a hyperdrive installed.");
			keyStuck.Clear();
		}
		else if(!ship.HyperspaceType())
		{
			Messages::Add("You cannot jump to the selected system.");
			keyStuck.Clear();
		}
		else if(!ship.JumpsRemaining() && !ship.IsEnteringHyperspace())
		{
			Messages::Add("You do not have enough fuel to make a hyperspace jump.");
			keyStuck.Clear();
		}
		else if(!ship.GetTargetSystem())
			keyStuck.Clear();
		else
		{
			PrepareForHyperspace(ship, command);
			command |= Command::JUMP;
			if(keyHeld.Has(Command::JUMP))
				command |= Command::WAIT;
		}
	}
	else if(keyStuck.Has(Command::BOARD) && ship.GetTargetShip())
	{
		shared_ptr<const Ship> target = ship.GetTargetShip();
		if(!target || !target->IsTargetable() || !target->IsDisabled() || target->IsDestroyed())
			keyStuck.Clear(Command::BOARD);
		else
		{
			MoveTo(ship, command, target->Position(), 40., .8);
			command |= Command::BOARD;
		}
	}
	
	if(isLaunching)
		command |= Command::DEPLOY;
	if(isCloaking)
		command |= Command::CLOAK;
	
	ship.SetCommands(command);
}
开发者ID:balachia,项目名称:endless-sky,代码行数:101,代码来源:AI.cpp


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