本文整理汇总了C++中world::get_players方法的典型用法代码示例。如果您正苦于以下问题:C++ world::get_players方法的具体用法?C++ world::get_players怎么用?C++ world::get_players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world
的用法示例。
在下文中一共展示了world::get_players方法的2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:
/*
* Called by the world that's holding the entity every tick (50ms).
* A return value of true will cause the world to destroy the entity.
*/
bool
e_pickup::tick (world &w)
{
if (!valid)
return false;
if (entity::tick (w))
return true;
if (!pickable ())
return false;
// fetch closest player
std::pair<player *, double> closest;
int i = 0;
e_pickup *me = this;
w.get_players ().all (
[&i, me, &closest] (player *pl)
{
if (pl->is_dead ())
return;
double dist = calc_distance_squared (me->pos, pl->pos);
if (i == 0)
closest = {pl, dist};
else
{
if (dist < closest.second)
closest = {pl, dist};
}
++ i;
});
if ((i == 0) || (closest.second > 2.25))
return false;
player *pl = closest.first;
if (!pl) return false;
int r = pl->inv.add (this->data);
if (r == 0)
{
w.get_players ().send_to_all_visible (
packets::play::make_collect_item (this->eid, pl->get_eid ()),
this);
}
this->data.set_amount (r);
pl->send (packets::play::make_sound_effect ("random.pop",
this->pos.x, this->pos.y, this->pos.z, 0.2f, 98));
if (this->data.empty ())
{
this->valid = false;
w.despawn_entity (this);
return true;
}
return false;
}
示例2: if
void
shark::tick (world &w, int x, int y, int z, int data, void *ptr,
std::minstd_rand& rnd)
{
if (y <= 0)
{ w.queue_update (x, y, z, BT_AIR); return; }
if (w.get_final_block (x, y, z).id != BT_SHARK)
return;
int below = w.get_final_block (x, y - 1, z).id;
if (below == BT_AIR || (_is_water (below) && (w.get_final_block (x, y + 1, z).id == BT_AIR)))
{
w.queue_update (x, y, z, _sur_water (w, x, y, z));
w.queue_update (x, y - 1, z, BT_SHARK);
}
else
{
int nx = x, ny = y, nz = z;
// find closest player
player *target = nullptr;
w.get_players ().all (
[x, y, z, &target] (player *pl)
{
double dx = x - pl->pos.x;
double dy = y - pl->pos.y;
double dz = z - pl->pos.z;
double dm = dx*dx + dy*dy + dz*dz;
if (dm > 6*6)
return;
if (!target)
target = pl;
else
{
double pdx = x - target->pos.x;
double pdy = y - target->pos.y;
double pdz = z - target->pos.z;
if (dm < (pdx*pdx + pdy*pdy + pdz*pdz))
target = pl;
}
});
if (!target)
{
// move around in a random fashion
std::uniform_int_distribution<> dis (0, 5);
switch (dis (rnd))
{
case 0: -- ny; break;
case 1: ++ ny; break;
case 2: -- nz; break;
case 3: ++ nz; break;
case 4: -- nx; break;
case 5: ++ nx; break;
}
}
else
{
if (x < target->pos.x)
{
if (_is_water (w.get_final_block (x + 1, ny, nz).id))
++ nx;
}
else if (x > target->pos.x)
{
if (_is_water (w.get_final_block (x - 1, ny, nz).id))
-- nx;
}
if (y < target->pos.y)
{
if (_is_water (w.get_final_block (nx, y + 1, nz).id))
++ ny;
}
else if (y > target->pos.y)
{
if (_is_water (w.get_final_block (nx, y - 1, nz).id))
-- ny;
}
if (z < target->pos.z)
{
if (_is_water (w.get_final_block (nx, ny, z + 1).id))
++ nz;
}
else if (z > target->pos.z)
{
if (_is_water (w.get_final_block (nx, ny, z - 1).id))
-- nz;
}
}
int prev = _try_block (w, nx, ny, nz);
if (prev == -1)
w.queue_physics (x, y, z, 0, nullptr, this->tick_rate ());
else
w.queue_update (x, y, z, prev, 0, 0, 0, nullptr, nullptr, false);
}
//.........这里部分代码省略.........