本文整理汇总了C#中CSharpAI.Float3类的典型用法代码示例。如果您正苦于以下问题:C# Float3类的具体用法?C# Float3怎么用?C# Float3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。
Float3类属于CSharpAI命名空间,在下文中一共展示了Float3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: GetNearestReclaim
public static Float3 GetNearestReclaim(Float3 mypos, int constructorid)
{
if( CSAI.GetInstance().aicallback.GetCurrentFrame() == 0 )// check ticks first, beacuse metal shows as zero at start
{
return null;
}
LogFile logfile = LogFile.GetInstance();
IAICallback aicallback = CSAI.GetInstance().aicallback;
IUnitDef unitdef = UnitController.GetInstance().UnitDefByDeployedId[ constructorid ];
if (!new UnitDefHelp(aicallback).IsMobile(unitdef))
{
return null;
}
//Float3 mypos = aicallback.GetUnitPos( constructorid );
MovementMaps movementmaps = MovementMaps.GetInstance();
int currentarea = movementmaps.GetArea( unitdef, mypos );
//double nearestreclaimdistancesquared = 1000000;
//Float3 nearestreclaimpos = null;
double bestmetaldistanceratio = 0;
int bestreclaimid = 0;
int metalspace = (int)( aicallback.GetMetalStorage() - aicallback.GetMetal() );
logfile.WriteLine( "available space in metal storage: " + metalspace );
int[] nearbyfeatures = aicallback.GetFeatures( mypos, maxreclaimradius );
bool reclaimfound = false;
foreach( int feature in nearbyfeatures )
{
IFeatureDef featuredef = aicallback.GetFeatureDef( feature );
if( featuredef.metal > 0 && featuredef.metal <= metalspace )
{
Float3 thisfeaturepos = aicallback.GetFeaturePos( feature );
double thisdistance = Math.Sqrt( Float3Helper.GetSquaredDistance( thisfeaturepos, mypos ) );
double thismetaldistanceratio = featuredef.metal / thisdistance;
if( thismetaldistanceratio > bestmetaldistanceratio && movementmaps.GetArea( unitdef, thisfeaturepos ) == currentarea )
{
logfile.WriteLine( "Potential reclaim, distance = " + thisdistance + " metal = " + featuredef.metal + " ratio = " + thismetaldistanceratio );
bestmetaldistanceratio = thismetaldistanceratio;
bestreclaimid = feature;
// nearestreclaimpo
reclaimfound = true;
}
}
}
if( reclaimfound && ( bestmetaldistanceratio > ( 1.0 / ( 100 * reclaimradiusperonehundredmetal ) ) ) )
{
Float3 reclaimpos = aicallback.GetFeaturePos( bestreclaimid );
logfile.WriteLine( "Reclaim found, pos " + reclaimpos.ToString() );
if( CSAI.GetInstance().DebugOn )
{
aicallback.DrawUnit( "ARMMEX", reclaimpos, 0.0f, 200, aicallback.GetMyAllyTeam(), true, true);
}
return reclaimpos;
//aicallback.GiveOrder( constructorid, new Command( Command.CMD_RECLAIM,
// new double[]{ reclaimpos.x, reclaimpos.y, reclaimpos.z, 10 } ) );
}
else
{
//logfile.WriteLine( "No reclaim within parameters" );
return null;
}
}
示例2: Float3
public static Float3 operator *( double multiplier, Float3 a )
{
Float3 result = new Float3();
result.x = a.x * multiplier;
result.y = a.y * multiplier;
result.z = a.z * multiplier;
return result;
}
示例3: Float3
public static Float3 operator-( Float3 a, Float3 b )
{
Float3 result = new Float3();
result.x = a.x - b.x;
result.y = a.y - b.y;
result.z = a.z - b.z;
return result;
}
示例4: csai_UnitDamagedEvent
// cheap hack to respond to enemy shooting us
void csai_UnitDamagedEvent(int damaged, int attacker, float damage, Float3 dir)
{
/*
if (!EnemyUnitDefByDeployedId.ContainsKey(attacker))
{
EnemyUnitDefByDeployedId.Add(attacker, aicallback.GetUnitDef(attacker));
}
*/
//if (!EnemyStaticPosByDeployedId.ContainsKey(attacker))
//{
Float3 enemypos = aicallback.GetUnitPos(attacker);
if (enemypos != null &&
Float3Helper.GetSquaredDistance(enemypos, new Float3(0, 0, 0)) > 10 * 10)
{
logfile.WriteLine("unitdamaged, attacker " + attacker + " pos " + enemypos);
if (!EnemyStaticPosByDeployedId.ContainsKey(attacker))
{
EnemyStaticPosByDeployedId.Add(attacker, enemypos);
}
else
{
EnemyStaticPosByDeployedId[attacker] = enemypos;
}
if (NewStaticEnemyAddedEvent != null)
{
NewStaticEnemyAddedEvent(attacker, enemypos, null);
}
}
else // else we guess...
{
if (FriendlyUnitPositionObserver.GetInstance().PosById.ContainsKey(damaged))
{
Float3 ourunitpos = FriendlyUnitPositionObserver.GetInstance().PosById[damaged];
if (ourunitpos != null)
{
Float3 guessvectortotarget = dir * 300.0;
logfile.WriteLine("vectortotarget guess: " + guessvectortotarget.ToString());
Float3 possiblepos = ourunitpos + guessvectortotarget;
if (!EnemyStaticPosByDeployedId.ContainsKey(attacker))
{
EnemyStaticPosByDeployedId.Add(attacker, possiblepos);
}
else
{
EnemyStaticPosByDeployedId[attacker] = possiblepos;
}
if (NewStaticEnemyAddedEvent != null)
{
NewStaticEnemyAddedEvent(attacker, possiblepos, null);
}
logfile.WriteLine("unitdamaged, attacker " + attacker + " our unit pos " + ourunitpos + " dir " + dir.ToString() + " guess: " + possiblepos.ToString());
}
}
}
//}
}
示例5: DrawCircle
public static void DrawCircle( Float3 pos, double radius )
{
IAICallback aicallback = CSAI.GetInstance().aicallback;
Float3 lastpos = null;
for( int angle = 0; angle <= 360; angle += 10 )
{
int x = (int)( (double)radius * Math.Cos ( (double)angle * Math.PI / 180 ) );
int y = (int)( (double)radius * Math.Sin ( (double)angle * Math.PI / 180 ) );
Float3 thispos = new Float3( x, 0, y ) + pos;
if( lastpos != null )
{
aicallback.CreateLineFigure( thispos,lastpos,10,false,200,0);
}
lastpos = thispos;
}
}
示例6: Regroup
void Regroup( Float3 regouppos )
{
// logfile.WriteLine( "AttackPackCoordinator regrouping to " + regouppos.ToString() );
// if( debugon )
// {
// aicallback.SendTextMsg( "AttackPackCoordinator regrouping to " + regouppos.ToString(), 0 );
// }
MoveTo( regouppos );
}
示例7: GetClosestUnits
UnitInfo[] GetClosestUnits( Hashtable UnitDefListByDeployedId, Float3 targetpos, int numclosestunits )
{
UnitInfo[] closestunits = new UnitInfo[ numclosestunits ];
double worsttopfivesquareddistance = 0; // got to get better than this to enter the list
int numclosestunitsfound = 0;
foreach( DictionaryEntry de in UnitDefListByDeployedId )
{
int deployedid = (int)de.Key;
IUnitDef unitdef = de.Value as IUnitDef;
Float3 unitpos = aicallback.GetUnitPos( deployedid );
double unitsquareddistance = Float3Helper.GetSquaredDistance( unitpos, targetpos );
if( numclosestunitsfound < numclosestunits )
{
UnitInfo unitinfo = new UnitInfo( deployedid, unitpos, unitdef, unitsquareddistance );
InsertIntoArray( closestunits, unitinfo, numclosestunitsfound );
numclosestunitsfound++;
worsttopfivesquareddistance = closestunits[ numclosestunitsfound - 1 ].squareddistance;
}
else if( unitsquareddistance < worsttopfivesquareddistance )
{
UnitInfo unitinfo = new UnitInfo( deployedid, unitpos, unitdef, unitsquareddistance );
InsertIntoArray( closestunits, unitinfo, numclosestunits );
worsttopfivesquareddistance = closestunits[ numclosestunits - 1 ].squareddistance;
}
}
return closestunits;
}
示例8: GetRandomDestination
Float3 GetRandomDestination()
{
Float3 destination = new Float3();
destination.x = random.Next(0, aicallback.GetMapWidth() * MovementMaps.SQUARE_SIZE );
destination.z = random.Next( 0, aicallback.GetMapHeight() * MovementMaps.SQUARE_SIZE );
destination.y = aicallback.GetElevation( destination.x, destination.y );
return destination;
}
示例9: EnemyDamaged
//called when an enemy inside los or radar is damaged
public void EnemyDamaged(int damaged,int attacker,float damage, Float3 dir)
{
}
示例10: ExploreWith
void ExploreWith( int unitid )
{
Float3 destination = new Float3();
// if( PriorityTargets.Count > 0 )
// {
// destination = PriorityTargets.Dequeue() as Float3;
// logfile.WriteLine( "dequeued next destination: " + destination.ToString() );
// }
// else
// {
destination.x = random.Next(0, aicallback.GetMapWidth() * MovementMaps.SQUARE_SIZE );
destination.z = random.Next( 0, aicallback.GetMapHeight() * MovementMaps.SQUARE_SIZE );
destination.y = aicallback.GetElevation( destination.x, destination.y );
logfile.WriteLine( "mapwidth: " + aicallback.GetMapWidth() + " squaresize: " + MovementMaps.SQUARE_SIZE );
logfile.WriteLine( "ScoutController sending scout " + unitid + " to " + destination.ToString() );
// }
//aicallback.GiveOrder( unitid, new Command( Command.CMD_MOVE, destination.ToDoubleArray() ) );
GiveOrderWrapper.GetInstance().MoveTo(unitid, destination);
}
示例11: BuildUnit
public void BuildUnit(int builderid, string targetunitname, Float3 pos)
{
int targetunittypeid = BuildTable.GetInstance().UnitDefByName[targetunitname.ToLower()].id;
GiveOrder( new BuildCommand( builderid, targetunittypeid, pos ) );
}
示例12: MetalSpot
public MetalSpot( int amount, Float3 pos, bool isoccupied )
{
Amount = amount;
IsOccupied = isoccupied;
Pos = pos;
}
示例13: GetNearestMetalSpot
public Float3 GetNearestMetalSpot( Float3 mypos )
{
if( !isMetalMap )
{
double closestdistancesquared = 1000000000000;
Float3 bestpos = null;
MetalSpot bestspot = null;
foreach( MetalSpot metalspot in MetalSpots )
{
if( !MetalSpotsUsed.Contains( metalspot ) )
{
if( bestpos == null )
{
bestpos = metalspot.Pos;
}
double thisdistancesquared = Float3Helper.GetSquaredDistance( mypos, metalspot.Pos );
//logfile.WriteLine( "thisdistancesquared = " + thisdistancesquared + " closestdistancesquared= " + closestdistancesquared );
if( thisdistancesquared < closestdistancesquared )
{
closestdistancesquared = thisdistancesquared;
bestpos = metalspot.Pos;
bestspot = metalspot;
}
}
}
return bestspot.Pos;
}
else
{
return mypos; // if metal map just return passed-in pos
}
}
示例14: Reclaim
public void Reclaim(int unitid, Float3 pos, double radius)
{
GiveOrder(new ReclaimCommand(unitid, pos, radius));
}
示例15: Attack
public void Attack(int unitid, Float3 pos)
{
GiveOrder( new AttackCommand( unitid, new PositionTarget( pos ) ) );
}