#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,
UnitActionExplore,
UnitActionRepair,
UnitActionResource,
UnitActionTransformInto
} |
| |
| typedef COrder * | COrderPtr |
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| unsigned | SyncHash |
| |
| int | GetNumWaitingWorkers (const CUnit &mine) |
| | Hash calculated to find sync failures. More...
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| |
| bool | AutoAttack (CUnit &unit) |
| |
| bool | AutoRepair (CUnit &unit) |
| |
| bool | AutoCast (CUnit &unit) |
| |
| void | UnHideUnit (CUnit &unit) |
| |
| 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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| |
◆ COrderPtr
◆ UnitAction
All possible unit actions.
- Note
- Always change the table ::HandleActionTable
- See also
- HandleActionTable
| Enumerator |
|---|
| UnitActionNone | |
| 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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| UnitActionExplore | unit builds building
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| UnitActionRepair | unit explores map
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| UnitActionResource | unit repairing
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| UnitActionTransformInto | unit harvesting resources
unit transform into type.
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◆ AnimateActionAttack()
Show attack animation.
Animate unit attack!
- Parameters
-
| unit | Unit, for that the attack animation is played. |
- Todo:
- manage correctly unit with no animation attack.
◆ AutoAttack()
| bool AutoAttack |
( |
CUnit & |
unit | ) |
|
Auto attack nearby units if possible
◆ AutoCast()
| bool AutoCast |
( |
CUnit & |
unit | ) |
|
Auto cast a spell if possible
- Returns
- true if a spell was auto cast, false otherwise
◆ AutoRepair()
| bool AutoRepair |
( |
CUnit & |
unit | ) |
|
Auto repair a unit if possible
- Returns
- true if the unit is repairing, false otherwise
◆ CclParseOrder()
Parse order.
Parse order
- Parameters
-
| l | Lua state. |
| order | OUT: resulting order. |
◆ DoActionMove()
| int DoActionMove |
( |
CUnit & |
unit | ) |
|
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.
◆ GetNumWaitingWorkers()
| int GetNumWaitingWorkers |
( |
const CUnit & |
mine | ) |
|
Hash calculated to find sync failures.
◆ UnHideUnit()
◆ UnitActions()
Handle the actions of all units each game cycle.
Update the actions of all units each game cycle/second.
◆ SyncHash
(C) Copyright 1998-2012 by The