30 #ifndef __ACTION_ATTACK_H__
31 #define __ACTION_ATTACK_H__
44 State(0), MinRange(0), Range(0), goalPos(-1, -1) {}
62 bool CheckForDeadGoal(
CUnit &unit);
63 bool CheckForTargetInRange(
CUnit &unit);
64 void MoveToTarget(
CUnit &unit);
65 void AttackTarget(
CUnit &unit);
75 #endif // !__ACTION_ATTACK_H__
virtual void Execute(CUnit &unit)
Definition: action_attack.cpp:590
virtual PixelPos Show(const CViewport &vp, const PixelPos &lastScreenPos) const
Definition: action_attack.cpp:200
bool IsWeakTargetSelected() const
Definition: action_attack.cpp:271
static COrder * NewActionAttack(const CUnit &attacker, CUnit &target)
Definition: action_attack.cpp:97
virtual void Save(CFile &file, const CUnit &unit) const
Definition: action_attack.cpp:139
virtual void OnAnimationAttack(CUnit &unit)
Definition: action_attack.cpp:237
virtual void UpdatePathFinderData(PathFinderInput &input)
Definition: action_attack.cpp:215
virtual const Vec2i GetGoalPos() const
Definition: action_attack.h:58
The big unit structure.
Definition: unit.h:119
virtual bool ParseSpecificData(lua_State *l, int &j, const char *value, const CUnit &unit)
Definition: action_attack.cpp:164
Definition: viewport.h:63
virtual bool OnAiHitUnit(CUnit &unit, CUnit *attacker, int)
Definition: action_attack.cpp:245
Definition: action_attack.h:37
unit attacks position/unit
Definition: actions.h:58
static COrder * NewActionAttackGround(const CUnit &attacker, const Vec2i &dest)
Definition: action_attack.cpp:127
COrder_Attack(bool ground)
Definition: action_attack.h:43
virtual bool IsValid() const
Definition: action_attack.cpp:186
unit moves to position/unit
Definition: actions.h:57
virtual COrder_Attack * Clone() const
Definition: action_attack.h:46