104 virtual bool IsValid()
const = 0;
199 #endif // !__ACTIONS_H__
bool AutoCast(CUnit &unit)
Definition: action_still.cpp:197
static COrder * NewActionReturnGoods(CUnit &harvester, CUnit *depot)
Definition: action_resource.cpp:159
unit repairing
Definition: actions.h:75
Construction frame.
Definition: construct.h:112
unit defends unit
Definition: actions.h:56
virtual PixelPos Show(const CViewport &vp, const PixelPos &lastScreenPos) const =0
static COrder * NewActionAttack(const CUnit &attacker, CUnit &target)
Definition: action_attack.cpp:97
unit stand still, does nothing
Definition: actions.h:53
unit follows units
Definition: actions.h:55
static COrder * NewActionStandGround()
Definition: action_still.cpp:60
building is under construction
Definition: actions.h:69
virtual bool IsValid() const =0
bool HasGoal() const
Definition: actions.h:120
unit casts spell
Definition: actions.h:63
static COrder * NewActionTrain(CUnit &trainer, CUnitType &type)
Definition: action_train.cpp:58
static COrder * NewActionRepair(CUnit &unit, CUnit &target)
Definition: action_repair.cpp:58
Definition: animation.h:93
unit attacks ground
Definition: actions.h:59
unsigned SyncHash
Definition: actions.cpp:80
static COrder * NewActionFollow(CUnit &dest)
Definition: action_follow.cpp:65
The big unit structure.
Definition: unit.h:119
bool ParseGenericData(lua_State *l, int &j, const char *value)
Definition: script_unit.cpp:157
void AnimateActionAttack(CUnit &unit, COrder &order)
Show attack animation.
Definition: action_attack.cpp:81
unit leaving transporter
Definition: actions.h:71
static COrder * NewActionBuild(const CUnit &builder, const Vec2i &pos, CUnitType &building)
Definition: action_build.cpp:72
void ClearGoal()
Definition: actions.cpp:97
const unsigned char Action
Definition: actions.h:159
static COrder * NewActionTransformInto(CUnitType &type)
Definition: action_upgradeto.cpp:59
unit dies
Definition: actions.h:61
unit entering transporter
Definition: actions.h:70
unit builds building
Definition: actions.h:74
virtual COrder * Clone() const =0
static COrder * NewActionResource(CUnit &harvester, const Vec2i &pos)
Definition: action_resource.cpp:133
virtual void FillSeenValues(CUnit &unit) const
Definition: actions.cpp:114
static COrder * NewActionStill()
Definition: action_still.cpp:65
Definition: viewport.h:63
Definition: unittype.h:467
building is researching spell
Definition: actions.h:66
unit paroling area
Definition: actions.h:72
void SetGoal(CUnit *const new_goal)
Definition: actions.cpp:92
unit harvesting resources
Definition: actions.h:76
bool AutoRepair(CUnit &unit)
Definition: action_still.cpp:249
virtual void Cancel(CUnit &unit)
Definition: actions.h:103
void UnitActions()
Handle the actions of all units each game cycle.
Definition: actions.cpp:511
unit attacks position/unit
Definition: actions.h:58
virtual void OnAnimationAttack(CUnit &unit)
Definition: actions.cpp:150
No valid action.
Definition: actions.h:52
static COrder * NewActionAttackGround(const CUnit &attacker, const Vec2i &dest)
Definition: action_attack.cpp:127
virtual ~COrder()
Hash calculated to find sync failures.
Definition: actions.cpp:87
static COrder * NewActionBuilt(CUnit &builder, CUnit &unit)
Definition: action_built.cpp:54
int DoActionMove(CUnit &unit)
Generic move action.
Definition: action_move.cpp:135
virtual void Save(CFile &file, const CUnit &unit) const =0
virtual void UpdateUnitVariables(CUnit &unit) const
Definition: actions.h:114
static COrder * NewActionUnload(const Vec2i &pos, CUnit *what)
Definition: action_unload.cpp:55
UnitAction
Definition: actions.h:49
void UpdatePathFinderData_NotCalled(PathFinderInput &input)
Definition: actions.cpp:102
virtual const Vec2i GetGoalPos() const
Definition: actions.cpp:169
static COrder * NewActionDie()
Definition: action_die.cpp:49
static COrder * NewActionUpgradeTo(CUnit &unit, CUnitType &type)
Definition: action_upgradeto.cpp:67
building is training
Definition: actions.h:64
int GetNumWaitingWorkers(const CUnit &mine)
Hash calculated to find sync failures.
Definition: action_resource.cpp:802
COrder * COrderPtr
Definition: actions.h:163
virtual bool OnAiHitUnit(CUnit &unit, CUnit *attacker, int)
Definition: actions.cpp:123
static COrder * NewActionBoard(CUnit &unit)
Definition: action_board.cpp:63
CUnit * GetGoal() const
Definition: actions.h:121
unit moves to position/unit
Definition: actions.h:57
bool AutoAttack(CUnit &unit)
Definition: action_still.cpp:318
static COrder * NewActionDefend(CUnit &dest)
Definition: action_defend.cpp:60
static COrder * NewActionResearch(CUnit &unit, CUpgrade &upgrade)
Definition: action_research.cpp:61
Definition: upgrade_structs.h:154
building is upgrading itself
Definition: actions.h:65
void UnHideUnit(CUnit &unit)
Definition: action_still.cpp:154
static COrder * NewActionPatrol(const Vec2i ¤tPos, const Vec2i &dest)
Definition: action_patrol.cpp:54
virtual void Execute(CUnit &unit)=0
void CclParseOrder(lua_State *l, CUnit &unit, COrderPtr *order)
Parse order.
Definition: actions.cpp:184
COrder(int action)
Definition: actions.h:96
virtual bool ParseSpecificData(lua_State *l, int &j, const char *value, const CUnit &unit)=0
unit stands ground
Definition: actions.h:54
static COrder * NewActionMove(const Vec2i &pos)
Definition: action_move.cpp:60
bool Finished
global action
Definition: actions.h:160
virtual void AiUnitKilled(CUnit &unit)
Definition: actions.cpp:132
static COrder * NewActionSpellCast(const SpellType &spell, const Vec2i &pos, CUnit *target, bool isAutocast=false)
Definition: action_spellcast.cpp:64
virtual void UpdatePathFinderData(PathFinderInput &input)=0