本文整理汇总了C++中WorldInterface::getShipIds方法的典型用法代码示例。如果您正苦于以下问题:C++ WorldInterface::getShipIds方法的具体用法?C++ WorldInterface::getShipIds怎么用?C++ WorldInterface::getShipIds使用的例子?那么恭喜您, 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WorldInterface
的用法示例。
在下文中一共展示了WorldInterface::getShipIds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: 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2: 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3: scan
void UnitAiMoonGuard::scan(const WorldInterface& world)
{
scanCount++;
if (scanCount == SCAN_COUNT_MAX)
{
//printf("Scanning...\n");
Vector3 ship_pos = getShip().getPosition();
nearbyShips = world.getShipIds(ship_pos, SCAN_DISTANCE_SHIP);
getClosestShip(world);
getClosestEnemyShip(world);
Vector3 position = ship_pos + (getShip().getForward() * 500.f);
nearbyRingParticles = world.getRingParticles(position, SCAN_DISTANCE_RING_PARTICLE);
nearestPlanetoid = world.getNearestPlanetoidId(ship_pos);
scanCount = 0;
}
}