#include <action_attack.h>
|
static COrder * | NewActionAttack (const CUnit &attacker, CUnit &target) |
|
static COrder * | NewActionAttack (const CUnit &attacker, const Vec2i &dest) |
|
static COrder * | NewActionAttackGround (const CUnit &attacker, const Vec2i &dest) |
|
static COrder * | NewActionBoard (CUnit &unit) |
|
static COrder * | NewActionBuild (const CUnit &builder, const Vec2i &pos, CUnitType &building) |
|
static COrder * | NewActionBuilt (CUnit &builder, CUnit &unit) |
|
static COrder * | NewActionDefend (CUnit &dest) |
|
static COrder * | NewActionDie () |
|
static COrder * | NewActionFollow (CUnit &dest) |
|
static COrder * | NewActionMove (const Vec2i &pos) |
|
static COrder * | NewActionPatrol (const Vec2i ¤tPos, const Vec2i &dest) |
|
static COrder * | NewActionRepair (CUnit &unit, CUnit &target) |
|
static COrder * | NewActionRepair (const Vec2i &pos) |
|
static COrder * | NewActionResearch (CUnit &unit, CUpgrade &upgrade) |
|
static COrder * | NewActionResource (CUnit &harvester, const Vec2i &pos) |
|
static COrder * | NewActionResource (CUnit &harvester, CUnit &mine) |
|
static COrder * | NewActionReturnGoods (CUnit &harvester, CUnit *depot) |
|
static COrder * | NewActionSpellCast (const SpellType &spell, const Vec2i &pos, CUnit *target, bool isAutocast=false) |
|
static COrder * | NewActionStandGround () |
|
static COrder * | NewActionStill () |
|
static COrder * | NewActionTrain (CUnit &trainer, CUnitType &type) |
|
static COrder * | NewActionTransformInto (CUnitType &type) |
|
static COrder * | NewActionUpgradeTo (CUnit &unit, CUnitType &type) |
|
static COrder * | NewActionUnload (const Vec2i &pos, CUnit *what) |
|
const unsigned char | Action |
|
bool | Finished |
| global action More...
|
|
void | UpdatePathFinderData_NotCalled (PathFinderInput &input) |
|
COrder_Attack::COrder_Attack |
( |
bool |
ground | ) |
|
|
inlineexplicit |
void COrder_Attack::Execute |
( |
CUnit & |
unit | ) |
|
|
virtual |
Unit attacks!
if (SubAction & WEAK_TARGET) is true the goal is a weak goal. This means the unit AI (little AI) could choose a new better goal.
- Todo:
- Lets do some tries to reach the target. If target place is not reachable, choose better goal to reduce the pathfinder load.
- Parameters
-
unit | Unit, for that the attack is handled. |
Implements COrder.
virtual const Vec2i COrder_Attack::GetGoalPos |
( |
| ) |
const |
|
inlinevirtual |
Get goal position
Reimplemented from COrder.
bool COrder_Attack::IsValid |
( |
| ) |
const |
|
virtual |
bool COrder_Attack::IsWeakTargetSelected |
( |
| ) |
const |
bool COrder_Attack::OnAiHitUnit |
( |
CUnit & |
unit, |
|
|
CUnit * |
attacker, |
|
|
int |
|
|
) |
| |
|
virtual |
void COrder_Attack::OnAnimationAttack |
( |
CUnit & |
unit | ) |
|
|
virtual |
Call when animation step is "attack"
Reimplemented from COrder.
bool COrder_Attack::ParseSpecificData |
( |
lua_State * |
l, |
|
|
int & |
j, |
|
|
const char * |
value, |
|
|
const CUnit & |
unit |
|
) |
| |
|
virtual |
void COrder_Attack::Save |
( |
CFile & |
file, |
|
|
const CUnit & |
unit |
|
) |
| const |
|
virtual |
The documentation for this class was generated from the following files:
(C) Copyright 1998-2012 by The