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Stratagus
2.2.6
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_________ __ __ / _____// |_____________ _/ |______ ____ __ __ ______ \_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/ / \| | | | \// __ \| | / __ \_/ /_/ > | /\___ \ /_______ /|__| |__| (____ /__| (____ /\___ /|____//____ > \/ \/ \//_____/ \/ ______________________ ______________________ T H E W A R B E G I N S Stratagus - A free fantasy real time strategy game engine
#include <ai_local.h>
ai_force.cpp - AI force functions. | |
void | Attack (const Vec2i &pos) |
void | Clean () |
Public Member Functions | |
AiForce () | |
void | Remove (CUnit &unit) |
void | Reset (bool types=false) |
size_t | Size () const |
bool | IsAttacking () const |
ai_plan.cpp - AI planning functions. | |
int | PlanAttack () |
Public Attributes | |
bool | Completed |
bool | Defending |
Flag saying force is complete build. | |
bool | Attacking |
Flag saying force is defending. | |
char | Role |
Flag saying force is attacking. | |
std::vector< AiUnitType > | UnitTypes |
Role of the force. | |
CUnitCache | Units |
Count and types of unit-type. | |
AiForceAttackingState | State |
Units in the force. | |
Vec2i | GoalPos |
Attack state. | |
Friends | |
class | AiForceManager |
A force is a group of units belonging together.
AiForce::AiForce | ( | ) | [inline] |
void AiForce::Remove | ( | CUnit & | unit | ) | [inline] |
void AiForce::Reset | ( | bool | types = false |
) | [inline] |
Reset the force. But don't change its role and its demand.
size_t AiForce::Size | ( | ) | const [inline] |
bool AiForce::IsAttacking | ( | ) | const [inline] |
void AiForce::Attack | ( | const Vec2i & | pos | ) |
void AiForce::Clean | ( | ) |
Ai clean units in a force.
int AiForce::PlanAttack | ( | ) |
friend class AiForceManager [friend] |
bool AiForce::Completed |
bool AiForce::Defending |
Flag saying force is complete build.
bool AiForce::Attacking |
Flag saying force is defending.
char AiForce::Role |
Flag saying force is attacking.
std::vector<AiUnitType> AiForce::UnitTypes |
Role of the force.
Count and types of unit-type.
Units in the force.
Attack state.