コード例 #1
0
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
    }
}
コード例 #2
0
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);
}
コード例 #3
0
ファイル: SpaceMongolsUnitAi.cpp プロジェクト: streibeb/cs409
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;
    }
}