#include "unitptr.h"
#include "vec2i.h"
Go to the source code of this file.
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enum | UnitAction {
UnitActionNone,
UnitActionStill,
UnitActionStandGround,
UnitActionFollow,
UnitActionDefend,
UnitActionMove,
UnitActionAttack,
UnitActionAttackGround,
UnitActionDie,
UnitActionSpellCast,
UnitActionTrain,
UnitActionUpgradeTo,
UnitActionResearch,
UnitActionBuilt,
UnitActionBoard,
UnitActionUnload,
UnitActionPatrol,
UnitActionBuild,
UnitActionRepair,
UnitActionResource,
UnitActionTransformInto
} |
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typedef COrder * | COrderPtr |
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unsigned | SyncHash |
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int | GetNumWaitingWorkers (const CUnit &mine) |
| Hash calculated to find sync failures. More...
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bool | AutoAttack (CUnit &unit) |
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bool | AutoRepair (CUnit &unit) |
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bool | AutoCast (CUnit &unit) |
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void | UnHideUnit (CUnit &unit) |
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int | DoActionMove (CUnit &unit) |
| Generic move action. More...
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void | AnimateActionAttack (CUnit &unit, COrder &order) |
| Show attack animation. More...
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void | CclParseOrder (lua_State *l, CUnit &unit, COrderPtr *order) |
| Parse order. More...
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void | UnitActions () |
| Handle the actions of all units each game cycle. More...
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All possible unit actions.
- Note
- Always change the table ::HandleActionTable
- See also
- HandleActionTable
Enumerator |
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UnitActionNone |
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UnitActionStill |
No valid action.
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UnitActionStandGround |
unit stand still, does nothing
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UnitActionFollow |
unit stands ground
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UnitActionDefend |
unit follows units
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UnitActionMove |
unit defends unit
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UnitActionAttack |
unit moves to position/unit
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UnitActionAttackGround |
unit attacks position/unit
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UnitActionDie |
unit attacks ground
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UnitActionSpellCast |
unit dies
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UnitActionTrain |
unit casts spell
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UnitActionUpgradeTo |
building is training
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UnitActionResearch |
building is upgrading itself
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UnitActionBuilt |
building is researching spell
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UnitActionBoard |
building is under construction
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UnitActionUnload |
unit entering transporter
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UnitActionPatrol |
unit leaving transporter
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UnitActionBuild |
unit paroling area
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UnitActionRepair |
unit builds building
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UnitActionResource |
unit repairing
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UnitActionTransformInto |
unit harvesting resources
unit transform into type.
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void AnimateActionAttack |
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CUnit & |
unit, |
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COrder & |
order |
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) |
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Show attack animation.
Animate unit attack!
- Parameters
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unit | Unit, for that the attack animation is played. |
- Todo:
- manage correctly unit with no animation attack.
bool AutoAttack |
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CUnit & |
unit | ) |
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Auto attack nearby units if possible
bool AutoCast |
( |
CUnit & |
unit | ) |
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Auto cast a spell if possible
- Returns
- true if a spell was auto cast, false otherwise
bool AutoRepair |
( |
CUnit & |
unit | ) |
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Auto repair a unit if possible
- Returns
- true if the unit is repairing, false otherwise
void CclParseOrder |
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lua_State * |
l, |
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CUnit & |
unit, |
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COrderPtr * |
orderPtr |
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) |
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Parse order.
Parse order
- Parameters
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l | Lua state. |
order | OUT: resulting order. |
int DoActionMove |
( |
CUnit & |
unit | ) |
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Generic move action.
Unit moves! Generic function called from other actions.
- Parameters
-
- Returns
- >0 remaining path length, 0 wait for path, -1 reached goal, -2 can't reach the goal.
int GetNumWaitingWorkers |
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const CUnit & |
mine | ) |
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Hash calculated to find sync failures.
void UnHideUnit |
( |
CUnit & |
unit | ) |
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Handle the actions of all units each game cycle.
Update the actions of all units each game cycle/second.
(C) Copyright 1998-2012 by The