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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
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30 #ifndef __ACTION_ATTACK_H__
31 #define __ACTION_ATTACK_H__
44 State(0), MinRange(0), Range(0), SkirmishRange(0), offeredTarget(NULL), goalPos(-1, -1), attackMovePos(-1, -1), Sleep(0) {}
68 bool CheckIfGoalValid(
CUnit &unit);
69 void TurnToTarget(
CUnit &unit,
const CUnit *target);
70 void SetAutoTarget(
CUnit &unit,
CUnit *target);
71 bool EndActionAttack(
CUnit &unit,
const bool canBeFinished);
72 void MoveToBetterPos(
CUnit &unit);
73 bool AutoSelectTarget(
CUnit &unit);
74 bool CheckForTargetInRange(
CUnit &unit);
75 void MoveToAttackPos(
CUnit &unit,
const int pfReturn);
76 void MoveToTarget(
CUnit &unit);
77 void AttackTarget(
CUnit &unit);
91 #endif // !__ACTION_ATTACK_H__
Definition: action_attack.h:37
bool IsMovingToAttackPos() const
Definition: action_attack.cpp:324
virtual void OnAnimationAttack(CUnit &unit)
Definition: action_attack.cpp:284
virtual COrder_Attack * Clone() const
Definition: action_attack.h:46
virtual void UpdatePathFinderData(PathFinderInput &input)
Definition: action_attack.cpp:258
virtual bool IsValid() const
Definition: action_attack.cpp:212
Definition: viewport.h:63
virtual PixelPos Show(const CViewport &vp, const PixelPos &lastScreenPos) const
Definition: action_attack.cpp:226
virtual bool ParseSpecificData(lua_State *l, int &j, const char *value, const CUnit &unit)
Definition: action_attack.cpp:180
bool IsTargetTooClose(const CUnit &unit) const
Definition: action_attack.cpp:635
bool IsAttackGroundOrWall() const
Definition: action_attack.cpp:328
bool IsWeakTargetSelected() const
Definition: action_attack.cpp:316
CUnit *const BestTarget(const CUnit &unit, CUnit *const target1, CUnit *const target2) const
Definition: action_attack.cpp:334
virtual bool OnAiHitUnit(CUnit &unit, CUnit *attacker, int)
Definition: action_attack.cpp:292
COrder_Attack(bool ground)
Definition: action_attack.h:43
bool IsAutoTargeting() const
Definition: action_attack.cpp:320
virtual void Save(CFile &file, const CUnit &unit) const
Definition: action_attack.cpp:155
void OfferNewTarget(const CUnit &unit, CUnit *const target)
Definition: action_attack.cpp:351
virtual void Execute(CUnit &unit)
Definition: action_attack.cpp:831
virtual const Vec2i GetGoalPos() const
Definition: action_attack.h:58
static COrder * NewActionAttackGround(const CUnit &attacker, const Vec2i &dest)
Definition: action_attack.cpp:140
static COrder * NewActionAttack(const CUnit &attacker, CUnit &target)
Definition: action_attack.cpp:101
@ UnitActionAttack
unit moves to position/unit
Definition: actions.h:57
The big unit structure.
Definition: unit.h:135
@ UnitActionAttackGround
unit attacks position/unit
Definition: actions.h:58
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