本文整理汇总了C++中ShipRef::GetAttribute方法的典型用法代码示例。如果您正苦于以下问题:C++ ShipRef::GetAttribute方法的具体用法?C++ ShipRef::GetAttribute怎么用?C++ ShipRef::GetAttribute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ShipRef
的用法示例。
在下文中一共展示了ShipRef::GetAttribute方法的6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: Spawn
ShipRef Ship::Spawn(ItemFactory &factory, ItemData &data) {
uint32 shipID = Ship::_Spawn( factory, data );
if( shipID == 0 )
return ShipRef();
ShipRef sShipRef = Ship::Load( factory, shipID );
// Create default dynamic attributes in the AttributeMap:
sShipRef->SetAttribute(AttrIsOnline, 1); // Is Online
sShipRef->SetAttribute(AttrShieldCharge, sShipRef->GetAttribute(AttrShieldCapacity)); // Shield Charge
sShipRef->SetAttribute(AttrArmorDamage, 0.0); // Armor Damage
sShipRef->SetAttribute(AttrMass, sShipRef->type().attributes.mass()); // Mass
sShipRef->SetAttribute(AttrRadius, sShipRef->type().attributes.radius()); // Radius
sShipRef->SetAttribute(AttrVolume, sShipRef->type().attributes.volume()); // Volume
sShipRef->SetAttribute(AttrCapacity, sShipRef->type().attributes.capacity()); // Capacity
sShipRef->SetAttribute(AttrInertia, 1); // Inertia
sShipRef->SetAttribute(AttrCharge, sShipRef->GetAttribute(AttrCapacitorCapacity)); // Set Capacitor Charge to the Capacitor Capacity
// Check for existence of some attributes that may or may not have already been loaded and set them
// to default values:
// Maximum Range Capacitor
if( !(sShipRef->HasAttribute(AttrMaximumRangeCap)) )
sShipRef->SetAttribute(AttrMaximumRangeCap, 249999.0 );
// Maximum Armor Damage Resonance
if( !(sShipRef->HasAttribute(AttrArmorMaxDamageResonance)) )
sShipRef->SetAttribute(AttrArmorMaxDamageResonance, 1.0f);
// Maximum Shield Damage Resonance
if( !(sShipRef->HasAttribute(AttrShieldMaxDamageResonance)) )
sShipRef->SetAttribute(AttrShieldMaxDamageResonance, 1.0f);
// Warp Speed Multiplier
if( !(sShipRef.get()->HasAttribute(AttrWarpSpeedMultiplier)) )
sShipRef.get()->SetAttribute(AttrWarpSpeedMultiplier, 1.0f);
// CPU Load of the ship (new ships have zero load with no modules fitted, of course):
if( !(sShipRef.get()->HasAttribute(AttrCpuLoad)) )
sShipRef.get()->SetAttribute(AttrCpuLoad, 0);
// Power Load of the ship (new ships have zero load with no modules fitted, of course):
if( !(sShipRef.get()->HasAttribute(AttrPowerLoad)) )
sShipRef.get()->SetAttribute(AttrPowerLoad, 0);
return sShipRef;
}
示例2: TimeToLock
uint32 TargetManager::TimeToLock(ShipRef ship, SystemEntity *target) const {
EvilNumber scanRes = ship->GetAttribute(AttrScanResolution);
EvilNumber sigRad(500);
if( target->Item().get() != NULL )
if( target->Item()->HasAttribute(AttrSignatureRadius) )
sigRad = target->Item()->GetAttribute(AttrSignatureRadius);
EvilNumber time = ( EvilNumber(40000) / ( scanRes ) ) /( EvilNumber::pow( e_log( sigRad + e_sqrt( sigRad * sigRad + 1) ), 2) );
return static_cast<uint32>(time.get_float() * 1000); // Timer uses ms instead of seconds
}
示例3: StartTargeting
bool TargetManager::StartTargeting(SystemEntity *who, ShipRef ship) { // needs another argument: "ShipRef ship" to access ship attributes
//first make sure they are not already in the list
std::map<SystemEntity *, TargetEntry *>::iterator res;
res = m_targets.find(who);
if(res != m_targets.end()) {
//what to do?
_log(TARGET__TRACE, "Told to start targeting %u, but we are already processing them. Ignoring request.", who->GetID());
return false;
}
//Check that they aren't targeting themselves
if(who == m_self)
return false;
// Calculate Time to Lock target:
uint32 lockTime = TimeToLock( ship, who );
// Check against max locked target count
uint32 maxLockedTargets = ship->GetAttribute(AttrMaxLockedTargets).get_int();
if( m_targets.size() >= maxLockedTargets )
return false;
// Check against max locked target range
double maxTargetLockRange = ship->GetAttribute(AttrMaxTargetRange).get_float();
GVector rangeToTarget( who->GetPosition(), m_self->GetPosition() );
if( rangeToTarget.length() > maxTargetLockRange )
return false;
TargetEntry *te = new TargetEntry(who);
te->state = TargetEntry::Locking;
te->timer.Start(lockTime);
m_targets[who] = te;
_log(TARGET__TRACE, "%u started targeting %u (%u ms lock time)", m_self->GetID(), who->GetID(), lockTime);
return true;
}
示例4: ValidateBoardShip
bool Ship::ValidateBoardShip(ShipRef ship, CharacterRef character)
{
SkillRef requiredSkill;
uint32 skillTypeID = 0;
if( (skillTypeID = static_cast<uint32>(ship->GetAttribute(AttrRequiredSkill1).get_int())) != 0)
if( !(character->HasSkillTrainedToLevel( skillTypeID, static_cast<uint32>(ship->GetAttribute(AttrRequiredSkill1Level).get_int()) )) )
return false;
if( (skillTypeID = static_cast<uint32>(ship->GetAttribute(AttrRequiredSkill2).get_int())) != 0)
if( !(character->HasSkillTrainedToLevel( skillTypeID, static_cast<uint32>(ship->GetAttribute(AttrRequiredSkill2Level).get_int() ))) )
return false;
if( (skillTypeID = static_cast<uint32>(ship->GetAttribute(AttrRequiredSkill3).get_int())) != 0)
if( !(character->HasSkillTrainedToLevel( skillTypeID, static_cast<uint32>(ship->GetAttribute(AttrRequiredSkill3Level).get_int() ))) )
return false;
if( (skillTypeID = static_cast<uint32>(ship->GetAttribute(AttrRequiredSkill4).get_int())) != 0)
if( !(character->HasSkillTrainedToLevel( skillTypeID, static_cast<uint32>(ship->GetAttribute(AttrRequiredSkill4Level).get_int() ))) )
return false;
if( (skillTypeID = static_cast<uint32>(ship->GetAttribute(AttrRequiredSkill5).get_int())) != 0)
if( !(character->HasSkillTrainedToLevel( skillTypeID, static_cast<uint32>(ship->GetAttribute(AttrRequiredSkill5Level).get_int() )) ))
return false;
if( (skillTypeID = static_cast<uint32>(ship->GetAttribute(AttrRequiredSkill6).get_int())) != 0)
if( !(character->HasSkillTrainedToLevel( skillTypeID, static_cast<uint32>(ship->GetAttribute(AttrRequiredSkill6Level).get_int() )) ))
return false;
return true;
/*
//Primary Skill
if(ship->GetAttribute(AttrRequiredSkill1).get_int() != 0)
{
requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill1).get_int() );
if( !requiredSkill )
return false;
if( ship->GetAttribute(AttrRequiredSkill1Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
return false;
}
//Secondary Skill
if(ship->GetAttribute(AttrRequiredSkill2).get_int() != 0)
{
requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill2).get_int() );
if( !requiredSkill )
return false;
if( ship->GetAttribute(AttrRequiredSkill2Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
return false;
}
//Tertiary Skill
if(ship->GetAttribute(AttrRequiredSkill3).get_int() != 0)
{
requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill3).get_int() );
if( !requiredSkill )
return false;
if( ship->GetAttribute(AttrRequiredSkill3Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
return false;
}
//Quarternary Skill
if(ship->GetAttribute(AttrRequiredSkill4).get_int() != 0)
{
requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill4).get_int() );
if( !requiredSkill )
return false;
if( ship->GetAttribute(AttrRequiredSkill4Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
return false;
}
//Quinary Skill
if(ship->GetAttribute(AttrRequiredSkill5).get_int() != 0)
{
requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill5).get_int() );
if( !requiredSkill )
return false;
if( ship->GetAttribute(AttrRequiredSkill5Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
return false;
}
//Senary Skill
if(ship->GetAttribute(AttrRequiredSkill6).get_int() != 0)
{
requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill6).get_int() );
if( !requiredSkill )
return false;
if( ship->GetAttribute(AttrRequiredSkill6Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
return false;
}
return true;
*/
//.........这里部分代码省略.........
示例5: Spawn
ShipRef Ship::Spawn(ItemFactory &factory, ItemData &data) {
uint32 shipID = Ship::_Spawn( factory, data );
if( shipID == 0 )
return ShipRef();
ShipRef sShipRef = Ship::Load( factory, shipID );
// Create default dynamic attributes in the AttributeMap:
sShipRef->SetAttribute(AttrIsOnline, 1, true); // Is Online
sShipRef->SetAttribute(AttrShieldCharge, sShipRef->GetAttribute(AttrShieldCapacity), true); // Shield Charge
sShipRef->SetAttribute(AttrArmorDamage, 0.0, true); // Armor Damage
sShipRef->SetAttribute(AttrMass, sShipRef->type().attributes.mass(), true); // Mass
sShipRef->SetAttribute(AttrRadius, sShipRef->type().attributes.radius(), true); // Radius
sShipRef->SetAttribute(AttrVolume, sShipRef->type().attributes.volume(), true); // Volume
sShipRef->SetAttribute(AttrCapacity, sShipRef->type().attributes.capacity(), true); // Capacity
sShipRef->SetAttribute(AttrInertia, 1, true); // Inertia
sShipRef->SetAttribute(AttrCharge, sShipRef->GetAttribute(AttrCapacitorCapacity), true); // Set Capacitor Charge to the Capacitor Capacity
// Check for existence of some attributes that may or may not have already been loaded and set them
// to default values:
// Hull Damage
if( !(sShipRef->HasAttribute(AttrDamage)) )
sShipRef->SetAttribute(AttrDamage, 0, true );
// Theoretical Maximum Targeting Range
if( !(sShipRef->HasAttribute(AttrMaximumRangeCap)) )
sShipRef->SetAttribute(AttrMaximumRangeCap, BUBBLE_DIAMETER_METERS, true );
// Maximum Armor Damage Resonance
if( !(sShipRef->HasAttribute(AttrArmorMaxDamageResonance)) )
sShipRef->SetAttribute(AttrArmorMaxDamageResonance, 1.0f, true);
// Maximum Shield Damage Resonance
if( !(sShipRef->HasAttribute(AttrShieldMaxDamageResonance)) )
sShipRef->SetAttribute(AttrShieldMaxDamageResonance, 1.0f, true);
// Warp Speed Multiplier
if( !(sShipRef.get()->HasAttribute(AttrWarpSpeedMultiplier)) )
sShipRef.get()->SetAttribute(AttrWarpSpeedMultiplier, 1.0f, true);
// CPU Load of the ship (new ships have zero load with no modules fitted, of course):
if( !(sShipRef.get()->HasAttribute(AttrCpuLoad)) )
sShipRef.get()->SetAttribute(AttrCpuLoad, 0, true);
// Power Load of the ship (new ships have zero load with no modules fitted, of course):
if( !(sShipRef.get()->HasAttribute(AttrPowerLoad)) )
sShipRef.get()->SetAttribute(AttrPowerLoad, 0, true);
// Warp Scramble Status of the ship (most ships have zero warp scramble status, but some already have it defined):
if( !(sShipRef.get()->HasAttribute(AttrWarpScrambleStatus)) )
sShipRef.get()->SetAttribute(AttrWarpScrambleStatus, 0.0, true);
// Shield Resonance
// AttrShieldEmDamageResonance
if( !(sShipRef.get()->HasAttribute(AttrShieldEmDamageResonance)) )
sShipRef.get()->SetAttribute(AttrShieldEmDamageResonance, 1.0, true);
// AttrShieldExplosiveDamageResonance
if( !(sShipRef.get()->HasAttribute(AttrShieldExplosiveDamageResonance)) )
sShipRef.get()->SetAttribute(AttrShieldExplosiveDamageResonance, 1.0, true);
// AttrShieldKineticDamageResonance
if( !(sShipRef.get()->HasAttribute(AttrShieldKineticDamageResonance)) )
sShipRef.get()->SetAttribute(AttrShieldKineticDamageResonance, 1.0, true);
// AttrShieldThermalDamageResonance
if( !(sShipRef.get()->HasAttribute(AttrShieldThermalDamageResonance)) )
sShipRef.get()->SetAttribute(AttrShieldThermalDamageResonance, 1.0, true);
// Armor Resonance
// AttrArmorEmDamageResonance
if( !(sShipRef.get()->HasAttribute(AttrArmorEmDamageResonance)) )
sShipRef.get()->SetAttribute(AttrArmorEmDamageResonance, 1.0, true);
// AttrArmorExplosiveDamageResonance
if( !(sShipRef.get()->HasAttribute(AttrArmorExplosiveDamageResonance)) )
sShipRef.get()->SetAttribute(AttrArmorExplosiveDamageResonance, 1.0, true);
// AttrArmorKineticDamageResonance
if( !(sShipRef.get()->HasAttribute(AttrArmorKineticDamageResonance)) )
sShipRef.get()->SetAttribute(AttrArmorKineticDamageResonance, 1.0, true);
// AttrArmorThermalDamageResonance
if( !(sShipRef.get()->HasAttribute(AttrArmorThermalDamageResonance)) )
sShipRef.get()->SetAttribute(AttrArmorThermalDamageResonance, 1.0, true);
// Hull Resonance
// AttrHullEmDamageResonance
if( !(sShipRef.get()->HasAttribute(AttrHullEmDamageResonance)) )
sShipRef.get()->SetAttribute(AttrHullEmDamageResonance, 1.0, true);
// AttrHullExplosiveDamageResonance
if( !(sShipRef.get()->HasAttribute(AttrHullExplosiveDamageResonance)) )
sShipRef.get()->SetAttribute(AttrHullExplosiveDamageResonance, 1.0, true);
// AttrHullKineticDamageResonance
if( !(sShipRef.get()->HasAttribute(AttrHullKineticDamageResonance)) )
sShipRef.get()->SetAttribute(AttrHullKineticDamageResonance, 1.0, true);
// AttrHullThermalDamageResonance
if( !(sShipRef.get()->HasAttribute(AttrHullThermalDamageResonance)) )
sShipRef.get()->SetAttribute(AttrHullThermalDamageResonance, 1.0, true);
// AttrTurretSlotsLeft
if( !(sShipRef.get()->HasAttribute(AttrTurretSlotsLeft)) )
sShipRef.get()->SetAttribute(AttrTurretSlotsLeft, 0, true);
// AttrLauncherSlotsLeft
if( !(sShipRef.get()->HasAttribute(AttrLauncherSlotsLeft)) )
sShipRef.get()->SetAttribute(AttrLauncherSlotsLeft, 0, true);
return sShipRef;
}
示例6: ValidateBoardShip
bool Ship::ValidateBoardShip(ShipRef ship, CharacterRef character)
{
SkillRef requiredSkill;
//Primary Skill
if(ship->GetAttribute(AttrRequiredSkill1).get_int() != 0)
{
requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill1).get_int() );
if( !requiredSkill )
return false;
if( ship->GetAttribute(AttrRequiredSkill1Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
return false;
}
//Secondary Skill
if(ship->GetAttribute(AttrRequiredSkill2).get_int() != 0)
{
requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill2).get_int() );
if( !requiredSkill )
return false;
if( ship->GetAttribute(AttrRequiredSkill2Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
return false;
}
//Tertiary Skill
if(ship->GetAttribute(AttrRequiredSkill3).get_int() != 0)
{
requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill3).get_int() );
if( !requiredSkill )
return false;
if( ship->GetAttribute(AttrRequiredSkill3Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
return false;
}
//Quarternary Skill
if(ship->GetAttribute(AttrRequiredSkill4).get_int() != 0)
{
requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill4).get_int() );
if( !requiredSkill )
return false;
if( ship->GetAttribute(AttrRequiredSkill4Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
return false;
}
//Quinary Skill
if(ship->GetAttribute(AttrRequiredSkill5).get_int() != 0)
{
requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill5).get_int() );
if( !requiredSkill )
return false;
if( ship->GetAttribute(AttrRequiredSkill5Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
return false;
}
//Senary Skill
if(ship->GetAttribute(AttrRequiredSkill6).get_int() != 0)
{
requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill6).get_int() );
if( !requiredSkill )
return false;
if( ship->GetAttribute(AttrRequiredSkill6Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
return false;
}
return true;
}