void Ship::setUnitAiNone () { assert(isUnitAiSet()); delete unitAi; unitAi = NULL; }
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()); }
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); } }
Ship& Ship :: operator= (const Ship& original) { if(&original != this) { PhysicsObject::operator=(original); m_health = original.m_health; m_reload_timer = original.m_reload_timer; m_ammo = original.m_ammo; m_is_dead = original.m_is_dead; if (isUnitAiSet()) delete unitAi; unitAi = original.unitAi; } assert(invariant()); return *this; }
void Ship::setUnitAi (UnitAiSuperclass* p_unit_ai) { if (isUnitAiSet()) delete unitAi; unitAi = p_unit_ai; }
void Ship::runAi (const WorldInterface& world) { assert (isUnitAiSet()); unitAi->run(world); }