以下是我正在使用的头文件和 cpp 文件
标题
#include "2d/Vector2D.h"
#include <list>
#include "../../AbstTargetingSystem.h"
class AbstRaven_Bot;
class Fletcher_getClosestBotStrategy
{
public:
Fletcher_getClosestBotStrategy()
{}
Fletcher_getClosestBotStrategy(AbstRaven_Bot* owner);
//each time this method is called the opponents in the owner's sensory
//memory are examined and the closest is assigned to m_pCurrentTarget.
//if there are no opponents that have had their memory records updated
//within the memory span of the owner then the current target is set
//to null
void pickTarget();
};
class Fletcher_TargetingSystem : public AbstTargetingSystem
{
public:
Fletcher_TargetingSystem(AbstRaven_Bot* owner);
//each time this method is called the opponents in the owner's sensory
//memory are examined and the closest is assigned to m_pCurrentTarget.
//if there are no opponents that have had their memory records updated
//within the memory span of the owner then the current target is set
//to null
void Update();
void closestBotStrategy();
void setCurrentTarget(AbstRaven_Bot* t);
AbstRaven_Bot* getCurrentTarget();
void setCurrentOwner(AbstRaven_Bot* t);
AbstRaven_Bot* getCurrentOwner();
};
#endif
cpp
#include "Fletcher_TargetingSystem.h"
#include "../../AbstRaven_Bot.h"
#include "../../Raven_SensoryMemory.h"
#include "../../Debug/DebugConsole.h"
//-------------------------------- ctor ---------------------------------------
//-----------------------------------------------------------------------------
Fletcher_TargetingSystem::Fletcher_TargetingSystem(AbstRaven_Bot* owner):
AbstTargetingSystem(owner){
}
//-------------------------------- ctor ---------------------------------------
//-----------------------------------------------------------------------------
Fletcher_getClosestBotStrategy::Fletcher_getClosestBotStrategy(AbstRaven_Bot* owner){
}
//----------------------------- Update ----------------------------------------
//-----------------------------------------------------------------------------
//#define script AbstTargetingSystem::Instance()
//class AbstTargetingSystem;
//----------------------------- closestPlayer ----------------------------------------
//-----------------------------------------------------------------------------
void Fletcher_getClosestBotStrategy::pickTarget()
{
double ClosestDistSoFar = MaxDouble;
for (curBot; curBot != SensedBots.end(); ++curBot)
{
//make sure the bot is alive and that it is not the owner
if ((*curBot)->isAlive() && (*curBot != getCurrentOwner()) )
{
double dist = Vec2DDistanceSq((*curBot)->Pos(), getCurrentOwner()->Pos());
if (dist < ClosestDistSoFar)
{
ClosestDistSoFar = dist;
setCurrentTarget(*curBot);// = *curBot;
}
}
}
}
void Fletcher_TargetingSystem::Update()
{
// currentStrategy = targetClosestBotStrategy;
// target = currentStrategy.pickTarget();
std::list<AbstRaven_Bot*> SensedBots;
SensedBots = getCurrentOwner()->GetSensoryMem()->GetListOfRecentlySensedOpponents();
std::list<AbstRaven_Bot*>::const_iterator curBot = SensedBots.begin();
setCurrentTarget(0);// = 0;
Fletcher_getClosestBotStrategy* fGCBS = new Fletcher_getClosestBotStrategy(this->getCurrentOwner());
fGCBS->pickTarget();
}
AbstRaven_Bot* Fletcher_TargetingSystem::getCurrentOwner(){
return m_pOwner;
}
AbstRaven_Bot* Fletcher_TargetingSystem::getCurrentTarget(){
return m_pCurrentTarget;
}
void Fletcher_TargetingSystem::setCurrentTarget(AbstRaven_Bot* t){
m_pCurrentTarget = t;
}
void Fletcher_TargetingSystem::setCurrentOwner(AbstRaven_Bot* t){
m_pOwner = m_pOwner;
}
在 void Fletcher_getClosestBotStrategy::pickTarget()
我试图访问更新中的 curBot 和 SensedBot 方法void Fletcher_TargetingSystem::Update()
。我也希望能够访问void Fletcher_TargetingSystem::setCurrentOwner(AbstRaven_Bot* t)
和其他 3 类似于 dat
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