本文整理汇总了C++中Ship::JumpsRemaining方法的典型用法代码示例。如果您正苦于以下问题:C++ Ship::JumpsRemaining方法的具体用法?C++ Ship::JumpsRemaining怎么用?C++ Ship::JumpsRemaining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::JumpsRemaining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: MoveEscort
void AI::MoveEscort(Ship &ship, Command &command)
{
const Ship &parent = *ship.GetParent();
bool isStaying = ship.GetPersonality().IsStaying();
// If an escort is out of fuel, they should refuel without waiting for the
// "parent" to land (because the parent may not be planning on landing).
if(ship.Attributes().Get("fuel capacity") && !ship.JumpsRemaining() && ship.GetSystem()->IsInhabited())
Refuel(ship, command);
else if(ship.GetSystem() != parent.GetSystem() && !isStaying)
{
DistanceMap distance(ship, parent.GetSystem());
const System *system = distance.Route(ship.GetSystem());
ship.SetTargetSystem(system);
if(!system || (ship.GetSystem()->IsInhabited() && !system->IsInhabited() && ship.JumpsRemaining() == 1))
Refuel(ship, command);
else
{
PrepareForHyperspace(ship, command);
command |= Command::JUMP;
}
}
else if(parent.Commands().Has(Command::LAND) && parent.GetTargetPlanet())
{
ship.SetTargetPlanet(parent.GetTargetPlanet());
MoveToPlanet(ship, command);
if(parent.IsLanding() || parent.CanLand())
command |= Command::LAND;
}
else if(parent.Commands().Has(Command::BOARD) && parent.GetTargetShip().get() == &ship)
Stop(ship, command);
else if(parent.Commands().Has(Command::JUMP) && parent.GetTargetSystem() && !isStaying)
{
DistanceMap distance(ship, parent.GetTargetSystem());
const System *dest = distance.Route(ship.GetSystem());
ship.SetTargetSystem(dest);
if(!dest || (dest != parent.GetTargetSystem() && !dest->IsInhabited() && ship.JumpsRemaining() == 1))
Refuel(ship, command);
else
{
PrepareForHyperspace(ship, command);
if(parent.IsEnteringHyperspace() || parent.CheckHyperspace())
command |= Command::JUMP;
}
}
else
CircleAround(ship, command, parent);
}
示例2: 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3: 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);
}