本文整理汇总了C++中WorldInterface类的典型用法代码示例。如果您正苦于以下问题:C++ WorldInterface类的具体用法?C++ WorldInterface怎么用?C++ WorldInterface使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了WorldInterface类的15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: avoidShips
Vector3 UnitAiMoonGuard::avoidShips(const WorldInterface& world, const Vector3& originalVelocity)
{
Vector3 agentPosition = getShip().getPosition();
vector<PhysicsObjectId> shipIDs = world.getShipIds(agentPosition, SAFE_DISTANCE);
unsigned int amount = shipIDs.size();
if (amount == 1) {
return originalVelocity;
}
PhysicsObjectId closestID = PhysicsObjectId::ID_NOTHING;
double closestDistance = -1;
PhysicsObjectId agentID = getShip().getId();
for (unsigned int i = 0; i < amount; i++) {
PhysicsObjectId shipID = shipIDs[i];
if (agentID != shipID) {
Vector3 shipPosition = world.getPosition(shipIDs[i]);
double distance = agentPosition.getDistanceSquared(shipPosition);
if (closestDistance < 0) {
closestDistance = distance;
closestID = shipIDs[i];
}
else if (distance <= closestDistance) {
closestDistance = distance;
closestID = shipIDs[i];
}
}
}
if (closestDistance == -1) {
return originalVelocity;
}
return m_steering_behaviour.evade(world, closestID);
}
示例2: run
void UnitAiMoonGuard :: run (const WorldInterface& world)
{
assert(world.isAlive(getShipId()));
scan(world);
Vector3 v = getShip().getVelocity();
if (nearestEnemyShip != PhysicsObjectId::ID_NOTHING)
{
v = chargeAtTarget(world, nearestEnemyShip, v);
shootAtShip(world, nearestEnemyShip);
}
else
{
Vector3 moon_pos = world.getPosition(moon);
double moon_radius = world.getRadius(moon);
v = steeringBehaviour->patrolSphere(world,
moon_pos,
moon_radius,
PLANETOID_AVOID_DISTANCE);
//printf("Patrolling...\n");
}
v = avoidShips(world, v);
v = avoidRingParticles(world, v);
getShipAi().setDesiredVelocity(v);
}
示例3: update
void Ship::update(WorldInterface& world)
{
if (m_health <= 0 && m_status == dying){
m_status = dead;
world.addExplosion(getPositionPrevious(), EXPLOSION_SIZE, 0);
}
if (m_status == alive){
if (isUnitAiSet()){
double duration = TimeSystem::getFrameDuration();
m_coordinate.rotateToVector(m_desired_velocity, duration*m_rotation_rate);
changeSpeed(m_desired_velocity.getNorm(), duration*m_acceleration);
if (m_fire_bullet_desired && isBulletReady()){
world.addBullet(getPosition(), m_coordinate.getForward(), m_id);
m_fire_bullet_desired = false;
reloadBullet();
}
}
updateBasic();
m_reloadTimer.update();
}
else if (m_health > 0 && m_status == dead){
m_status = alive;
Vector3 position = m_coordinate.getPosition();
position -= 500 * m_coordinate.getForward();
m_coordinate.setPosition(position);
}
}
示例4: chooseTarget
void UnitAiMoonGuard::chooseTarget(const WorldInterface& world)
{
const Vector3& ship_position = getShip().getPosition();
const Vector3& ship_forward = getShip().getForward();
unsigned int ship_fleet = getShipId().m_fleet;
vector<PhysicsObjectId> v_ids = world.getShipIds(ship_position, SCAN_RADIUS);
m_id_target = PhysicsObjectId::ID_NOTHING;
double best_angle = VERY_LARGE_ANGLE;
for (unsigned int i = 0; i < v_ids.size(); i++)
{
PhysicsObjectId other_id = v_ids[i];
if (other_id.m_fleet != ship_fleet)
{
// we found an enemy ship
Vector3 other_position = world.getPosition(other_id);
Vector3 direction_to_other = other_position - ship_position;
double angle_to_other = direction_to_other.getAngleSafe(ship_forward);
if (angle_to_other < best_angle)
{
m_id_target = other_id;
best_angle = angle_to_other;
}
}
// else ship is part of our fleet, so ignore it
}
}
示例5: update
void Ship :: update (WorldInterface& r_world)
{
if (isUnitAiSet())
{
if (!desired_velocity.isZero())
{
double theta = max_rotation_rate * TimeSystem::getFrameDuration();
if(theta > 0.0)
{
rotateTowards(desired_velocity.getNormalized(), theta);
}
double delta = max_acceleration * TimeSystem::getFrameDuration();
if(delta > 0.0)
{
double currentSpeed = getSpeed();
double desiredSpeed = desired_velocity.getNorm();
if (currentSpeed < desiredSpeed)
{
currentSpeed += delta;
if (currentSpeed > desiredSpeed) currentSpeed = desiredSpeed;
setSpeed(currentSpeed);
}
else if (currentSpeed > desiredSpeed)
{
currentSpeed -= delta;
if (currentSpeed < desiredSpeed) currentSpeed = desiredSpeed;
setSpeed(currentSpeed);
}
}
}
if (wantsToFire && isReloaded())
{
r_world.addBullet(getPosition(), getForward(), getId());
wantsToFire = false;
markReloading();
}
}
if(isAlive() && isDying())
{
r_world.addExplosion(getPositionPrevious(), getRadius() * EXPLOSION_SIZE_FACTOR, 0);
m_is_dead = true;
// no further updates
assert(invariant());
return;
}
if(isAlive())
{
updateBasic(); // moves the Ship
m_reload_timer += TimeSystem::getFrameDuration();
}
assert(invariant());
}
示例6: getShip
Vector3 UnitAiMoonGuard::avoidParticles(const WorldInterface& world, const Vector3& originalVelocity) {
Vector3 agentPosition = getShip().getPosition();
if (world.getRingDensity(agentPosition) <= 0) {
return originalVelocity;
}
vector<WorldInterface::RingParticleData> particles = world.getRingParticles(agentPosition, SAFE_DISTANCE);
unsigned int amount = particles.size();
if (amount == 0) {
return originalVelocity;
}
WorldInterface::RingParticleData cloestParticle = particles[0];
double closestDistance = cloestParticle.m_position.getDistanceSquared(agentPosition);
for (unsigned int i = 1; i < amount; i++) {
WorldInterface::RingParticleData particle = particles[i];
double distance = particle.m_position.getDistanceSquared(agentPosition);
if (distance < closestDistance) {
cloestParticle = particle;
closestDistance = distance;
}
}
Vector3 avoidVelocity = m_steering_behaviour.avoid(world, avoidVelocity,
cloestParticle.m_position,
cloestParticle.m_radius,
cloestParticle.m_radius,
SAFE_DISTANCE);
double speed = getShip().getSpeedMax() / amount * SAFE_DISTANCE / 100;
return avoidVelocity.getCopyWithNorm(speed);
}
示例7: UnitAiSuperclass
UnitAiMoonGuard::UnitAiMoonGuard(const AiShipReference& ship,
const WorldInterface& world,
const PhysicsObjectId& id_moon)
: UnitAiSuperclass(ship), m_id_target(PhysicsObjectId::ID_NOTHING),
m_steering_behaviour(ship.getId()), m_scan_counter(0),
m_moon_id(id_moon), mp_world(&world)
{
assert(ship.isShip());
assert(id_moon.m_type == PhysicsObjectId::TYPE_PLANETOID);
assert(world.isAlive(id_moon));
assert(world.isPlanetoidMoon(id_moon));
}
示例8: patrolMoon
void UnitAiMoonGuard::patrolMoon(const WorldInterface& world, const PhysicsObjectId& moonID)
{
Vector3 planetoid_center = world.getPosition(moonID);
double planetoid_radius = world.getRadius(moonID);
Vector3 desired_velocity = m_steering_behaviour.patrolSphere(world, planetoid_center,
planetoid_radius + PLANETOID_CLEARANCE,
planetoid_radius + Const::SHELL_THICKNESS);
Vector3 avoid_velocity = avoidPlanets(world, desired_velocity);
avoid_velocity = avoidParticles(world, avoid_velocity);
avoid_velocity = avoidShips(world, avoid_velocity);
getShipAi().setDesiredVelocity(avoid_velocity);
}
示例9: avoidPlanets
Vector3 UnitAiMoonGuard::avoidPlanets(const WorldInterface& world, const Vector3& originalVelocity)
{
PhysicsObjectId planetoid_id = world.getNearestPlanetoidId(getShip().getPosition());
Vector3 planetoid_center = world.getPosition(planetoid_id);
double planetoid_radius = world.getRadius(planetoid_id);
return m_steering_behaviour.avoid(world,
originalVelocity,
planetoid_center,
planetoid_radius,
PLANETOID_CLEARANCE,
PLANETOID_AVOID_DISTANCE);
}
示例10: avoidPlanetoids
Vector3 UnitAiMoonGuard::avoidPlanetoids(const WorldInterface &world, const Vector3& orig_velocity)
{
Vector3 planetoid_pos = world.getPosition(nearestPlanetoid);
double planetoid_radius = world.getRadius(nearestPlanetoid);
Vector3 v = steeringBehaviour->avoid(world,
orig_velocity,
planetoid_pos,
planetoid_radius,
PLANETOID_CLEARANCE,
PLANETOID_AVOID_DISTANCE);
//printf("Avoiding Planetoid\n");
return v;
}
示例11: UnitAiMoonGuard
UnitAiMoonGuard :: UnitAiMoonGuard (const AiShipReference& ship,
const WorldInterface& world,
const PhysicsObjectId& id_moon)
: UnitAiSuperclass(ship)
{
assert(ship.isShip());
assert(id_moon.m_type == PhysicsObjectId::TYPE_PLANETOID);
assert(world.isAlive(id_moon));
assert(world.isPlanetoidMoon(id_moon));
steeringBehaviour = new FleetName::SteeringBehaviour(ship.getId());
moon = id_moon;
scanCount = rand() % SCAN_COUNT_MAX;
}
示例12: run
void UnitAiMoonGuard::run(const WorldInterface& world)
{
assert(world.isAlive(getShipId()));
//
// Scan for enemies evey few frames. We use a counter to
// know which frames to scan on.
//
m_scan_counter++;
if (m_scan_counter >= SCAN_COUNT_MAX)
{
chooseTarget(world);
m_scan_counter = 0;
}
//
// Check to make sure the target is still alive. If we
// didn't scan this frame, it might have died since we
// last checked.
//
if (m_id_target != PhysicsObjectId::ID_NOTHING &&
!world.isAlive(m_id_target))
{
// give up on dead target
m_id_target = PhysicsObjectId::ID_NOTHING;
}
//
// If we have a target, shoot at it! Otherwise, just stop and
// wait. If we don't move while there is no target, we
// can't hit anything, so we won't die.
//
if (m_id_target != PhysicsObjectId::ID_NOTHING)
{
// if we have a living target
assert(world.isAlive(m_id_target));
steerToTargetAndShoot(world);
}
else
{
patrolMoon(world, m_moon_id);
}
}
示例13: shootAtShip
void UnitAiMoonGuard::shootAtShip(const WorldInterface& world, const PhysicsObjectId& target)
{
if (!world.isAlive(target)) return;
Vector3 target_pos = world.getPosition(target);
Vector3 target_vel = world.getVelocity(target);
Vector3 aim_dir = steeringBehaviour->getAimDirection(getShip().getPosition(),
Bullet::SPEED,
target_pos,
target_vel);
double angle = getShip().getVelocity().getAngleSafe(aim_dir);
if (angle <= SHOOT_ANGLE_RADIANS_MAX && getShip().isReloaded())
{
getShipAi().markFireBulletDesired();
//printf("\tShooting at (%f, %f, %f)\n", target_pos.x, target_pos.y, target_pos.z);
};
}
示例14: flee
Vector3 SteeringBehaviour :: flee (const WorldInterface& world,
const PhysicsObjectId& id_target)
{
assert(id_target != PhysicsObjectId::ID_NOTHING);
// no initialization needed
m_steering_behaviour = FLEE;
if(!world.isAlive(id_target))
{
assert(invariant());
return Vector3::ZERO;
}
assert(world.isAlive(id_target));
Vector3 result = flee(world, world.getPosition(id_target));
assert(invariant());
return result;
}
示例15: steerToTargetAndShoot
void UnitAiMoonGuard::steerToTargetAndShoot(const WorldInterface& world)
{
assert(m_id_target != PhysicsObjectId::ID_NOTHING);
assert(world.isAlive(m_id_target));
Vector3 agent = getShip().getPosition();
Vector3 agent_velocity = world.getVelocity(getShip().getId());
Vector3 target = world.getPosition(m_id_target);
Vector3 target_velocity = world.getVelocity(m_id_target);
Vector3 desired_velocity;
double agent_max_speed = world.getShipSpeedMax(getShip().getId());
double fromAgentToTarget = agent.getAngle(target);
double fromAgentToTargetFront = agent.getAngle(target + target_velocity);
if (fromAgentToTargetFront < fromAgentToTarget) {
desired_velocity = m_steering_behaviour.seek(world, m_id_target);
}
else {
desired_velocity = m_steering_behaviour.getAimDirection(agent, Bullet::SPEED,
target, target_velocity);
if (desired_velocity == Vector3::ZERO) {
desired_velocity = m_steering_behaviour.pursue(world, m_id_target);
}
else {
desired_velocity.setNorm(agent_max_speed);
}
}
Vector3 avoid_velocity = avoidPlanets(world, desired_velocity);
avoid_velocity = avoidParticles(world, avoid_velocity);
avoid_velocity = avoidShips(world, avoid_velocity);
getShipAi().setDesiredVelocity(avoid_velocity);
double angle = agent_velocity.getAngle(desired_velocity);
double distance = target.getDistanceSquared(agent);
if (angle <= SHOOT_ANGLE_RADIANS_MAX && distance < FIRE_RANGE)
{
getShipAi().markFireBulletDesired();
}
}