本文整理汇总了C++中Ship::IsBoarding方法的典型用法代码示例。如果您正苦于以下问题:C++ Ship::IsBoarding方法的具体用法?C++ Ship::IsBoarding怎么用?C++ Ship::IsBoarding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::IsBoarding方法的5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: RendezvousTime
// Fire this weapon. If it is a turret, it automatically points toward
// the given ship's target. If the weapon requires ammunition, it will
// be subtracted from the given ship.
void Armament::Weapon::Fire(Ship &ship, list<Projectile> &projectiles, list<Effect> &effects)
{
// Since this is only called internally by Armament (no one else has non-
// const access), assume Armament checked that this is a valid call.
Angle aim = ship.Facing();
// Get projectiles to start at the right position. They are drawn at an
// offset of (.5 * velocity) and that velocity includes the velocity of the
// ship that fired them.
Point start = ship.Position() + aim.Rotate(point) - .5 * ship.Velocity();
shared_ptr<const Ship> target = ship.GetTargetShip();
// If you are boarding your target, do not fire on it.
if(ship.IsBoarding() || ship.Commands().Has(Command::BOARD))
target.reset();
if(!isTurret || !target || target->GetSystem() != ship.GetSystem())
aim += angle;
else
{
Point p = target->Position() - start + ship.GetPersonality().Confusion();
Point v = target->Velocity() - ship.Velocity();
double steps = RendezvousTime(p, v, outfit->Velocity());
// Special case: RendezvousTime() may return NaN. But in that case, this
// comparison will return false.
if(!(steps < outfit->TotalLifetime()))
steps = outfit->TotalLifetime();
p += steps * v;
aim = Angle(TO_DEG * atan2(p.X(), -p.Y()));
}
projectiles.emplace_back(ship, start, aim, outfit);
if(outfit->WeaponSound())
Audio::Play(outfit->WeaponSound(), start);
double force = outfit->FiringForce();
if(force)
ship.ApplyForce(aim.Unit() * -force);
for(const auto &eit : outfit->FireEffects())
for(int i = 0; i < eit.second; ++i)
{
effects.push_back(*eit.first);
effects.back().Place(start, ship.Velocity(), aim);
}
Fire(ship);
}
示例2: weapon
Projectile::Projectile(const Ship &parent, Point position, Angle angle, const Outfit *weapon)
: weapon(weapon), animation(weapon->WeaponSprite()),
position(position), velocity(parent.Velocity()), angle(angle),
targetShip(parent.GetTargetShip()), government(parent.GetGovernment()),
lifetime(weapon->Lifetime())
{
// If you are boarding your target, do not fire on it.
if(parent.IsBoarding() || parent.Commands().Has(Command::BOARD))
targetShip.reset();
cachedTarget = targetShip.lock().get();
double inaccuracy = weapon->Inaccuracy();
if(inaccuracy)
this->angle += Angle::Random(inaccuracy) - Angle::Random(inaccuracy);
velocity += this->angle.Unit() * weapon->Velocity();
}
示例3: Body
Projectile::Projectile(const Ship &parent, Point position, Angle angle, const Outfit *weapon)
: Body(weapon->WeaponSprite(), position, parent.Velocity(), angle),
weapon(weapon), targetShip(parent.GetTargetShip()), lifetime(weapon->Lifetime())
{
government = parent.GetGovernment();
// If you are boarding your target, do not fire on it.
if(parent.IsBoarding() || parent.Commands().Has(Command::BOARD))
targetShip.reset();
cachedTarget = targetShip.lock().get();
if(cachedTarget)
targetGovernment = cachedTarget->GetGovernment();
double inaccuracy = weapon->Inaccuracy();
if(inaccuracy)
this->angle += Angle::Random(inaccuracy) - Angle::Random(inaccuracy);
velocity += this->angle.Unit() * (weapon->Velocity() + Random::Real() * weapon->RandomVelocity());
// If a random lifetime is specified, add a random amount up to that amount.
if(weapon->RandomLifetime())
lifetime += Random::Int(weapon->RandomLifetime() + 1);
}
示例4: 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5: MovePlayer
//.........这里部分代码省略.........
{
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;
else
command.SetTurn(TurnBackward(ship));
}
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;
}
}