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📄 ai_entity.cpp

📁 有穷状态机
💻 CPP
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#include "Ai_Entity.h"
#include "stdlib.h"
#include "time.h"

Ai_Entity::Ai_Entity(){

}

Ai_Entity::~Ai_Entity(){

}

void Ai_Entity::New(int thetype){
	type = thetype;
	if (thetype == kRedAnt){
		row = kRedHomeRow;
		column = kRedHomeColumn;
	}else if(thetype == kBlackAnt){
		row = kBlackHomeRow;
		column = kBlackHomeColumn;
	}
	state = kGoForFood;
}

void Ai_Entity::action(){
	srand(time(NULL));
	if (state == kDead){

	}else if (state == kGoForFood){
		//随机的移动
		antworld[row][column] = kGround;
		row += (-1)*((rand()%3)-1);
		if (row == kMaxRows)
			row--;
		if (row == -1)
			row++;
		column += (-1)*((rand()%3)-1);
		if (column == kMaxColumns)
			column--;
		if (column == kMaxColumns)
			column++;
		
		if (antworld[row][column] == kFood)
			state = kGoHome;

		antworld[row][column] = 'R';
	}else if(state == kGoHome){
		if (type == kRedAnt){
			if (row > kRedHomeRow){
				row--;
			}else{
				row++;
			}
			if (column > kRedHomeColumn){
				column--;
			}else{
				column++;
			}
			if (antworld[row][column] = kRedHome){
				antCount++;
				state = kGoForWater;
				aientitylist[antCount].New(kRedAnt);
				antworld[row][column] = 'B';
			}
		}else{
			if (row > kBlackHomeRow){
				row--;
			}else{
				row++;
			}
			if (column > kBlackHomeColumn){
				column--;
			}else{
				column++;
			}
			if (antworld[row][column] = kBlackHome)
				state = kGoForWater;
				antCount++;
				state = kGoForWater;
				aientitylist[antCount].New(kBlackAnt);
		}
	}

}

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