Пример #1
0
PointFunctions::Vector3List getPointsFromFile3D(std::string filePath)
{
    std::ifstream file;           // creates stream myFile
    file.open(filePath.c_str());  // opens .txt file

    if (!file.is_open())
    {  // check file is open, quit if not
        GRSF_ERRORMSG("Could not open file: " << filePath)
    }

    PREC a, b, c;
    Vector3List v;
    while (file.good())
    {
        file >> a >> b >> c;
        v.emplace_back(a, b, c);
    }
    std::cout << "Loaded: " << v.size() << " points " << std::endl;
    file.close();
    return v;
}
Пример #2
0
		float GetPriority()
		{
			const MemoryRecord *pTarget = GetClient()->GetTargetingSystem()->GetCurrentTargetRecord();
			if ( !pTarget )
				return 0.f;

			if ( mShootBarrel.IsValid() )
				return 1.f;

			Vector3f vTargetPos = pTarget->PredictPosition( 1.f );

			static float fSplashRadius = 256.f;

			SensoryMemory *sensory = GetClient()->GetSensoryMemory();

			// Check for exploding barrels near my target.
			MemoryRecords records;
			Vector3List recordpos;

			FilterAllType filter( GetClient(), AiState::SensoryMemory::EntAny, records );
			filter.MemorySpan( Utils::SecondsToMilliseconds( 7.f ) );
			filter.AddGroup( ENT_GRP_PROP_EXPLODE );
			//filter.AddClass( ENT_CLASS_EXPLODING_BARREL );
			sensory->QueryMemory( filter );
			sensory->GetRecordInfo( records, &recordpos, NULL );

			for ( uint32_t i = 0; i < recordpos.size(); ++i )
			{
				if ( SquaredLength( recordpos[ i ], vTargetPos ) < Mathf::Sqr( fSplashRadius ) )
				{
					MemoryRecord *pRec = sensory->GetMemoryRecord( records[ i ] );
					if ( pRec )
					{
						mShootBarrel = pRec->GetEntity();
						return 1.f;
					}
				}
			}
			return 0.f;
		}