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);
}
Beispiel #2
0
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;
    }
}