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C++ Ship::JumpsRemaining方法代码示例

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);
}
开发者ID:balachia,项目名称:endless-sky,代码行数:47,代码来源:AI.cpp

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.........
开发者ID:balachia,项目名称:endless-sky,代码行数:101,代码来源:AI.cpp

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);
}
开发者ID:balachia,项目名称:endless-sky,代码行数:101,代码来源:AI.cpp


注:本文中的Ship::JumpsRemaining方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。