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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
#include <action_resource.h>
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static COrder * | NewActionAttack (const CUnit &attacker, CUnit &target) |
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static COrder * | NewActionAttack (const CUnit &attacker, const Vec2i &dest) |
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static COrder * | NewActionAttackGround (const CUnit &attacker, const Vec2i &dest) |
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static COrder * | NewActionBoard (CUnit &unit) |
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static COrder * | NewActionBuild (const CUnit &builder, const Vec2i &pos, CUnitType &building) |
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static COrder * | NewActionBuilt (CUnit &builder, CUnit &unit) |
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static COrder * | NewActionDefend (CUnit &dest) |
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static COrder * | NewActionDie () |
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static COrder * | NewActionExplore (const CUnit &unit) |
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static COrder * | NewActionFollow (CUnit &dest) |
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static COrder * | NewActionMove (const Vec2i &pos) |
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static COrder * | NewActionPatrol (const Vec2i ¤tPos, const Vec2i &dest) |
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static COrder * | NewActionRepair (CUnit &unit, CUnit &target) |
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static COrder * | NewActionRepair (const Vec2i &pos) |
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static COrder * | NewActionResearch (CUnit &unit, CUpgrade &upgrade) |
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static COrder * | NewActionResource (CUnit &harvester, const Vec2i &pos) |
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static COrder * | NewActionResource (CUnit &harvester, CUnit &mine) |
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static COrder * | NewActionReturnGoods (CUnit &harvester, CUnit *depot) |
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static COrder * | NewActionSpellCast (const SpellType &spell, const Vec2i &pos, CUnit *target, bool isAutocast=false) |
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static COrder * | NewActionStandGround () |
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static COrder * | NewActionStill () |
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static COrder * | NewActionTrain (CUnit &trainer, CUnitType &type) |
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static COrder * | NewActionTransformInto (CUnitType &type) |
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static COrder * | NewActionUpgradeTo (CUnit &unit, CUnitType &type, bool instant=false) |
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static COrder * | NewActionUnload (const Vec2i &pos, CUnit *what) |
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const unsigned char | Action |
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bool | Finished |
| global action More...
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bool | Instant |
| true when order is finish More...
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void | UpdatePathFinderData_NotCalled (PathFinderInput &input) |
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◆ COrder_Resource()
COrder_Resource::COrder_Resource |
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CUnit & |
harvester | ) |
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inline |
◆ ~COrder_Resource()
COrder_Resource::~COrder_Resource |
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◆ Clone()
◆ Execute()
void COrder_Resource::Execute |
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CUnit & |
unit | ) |
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virtual |
Control the unit action: getting a resource.
This the generic function for oil, gold, ...
- Parameters
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Implements COrder.
◆ GetCurrentResource()
int COrder_Resource::GetCurrentResource |
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const |
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inline |
◆ GetGoalPos()
const Vec2i COrder_Resource::GetGoalPos |
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const |
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virtual |
Get goal position
Reimplemented from COrder.
◆ GetHarvestLocation()
Vec2i COrder_Resource::GetHarvestLocation |
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const |
◆ IsGatheringFinished()
bool COrder_Resource::IsGatheringFinished |
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const |
◆ IsGatheringStarted()
bool COrder_Resource::IsGatheringStarted |
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const |
◆ IsGatheringWaiting()
bool COrder_Resource::IsGatheringWaiting |
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const |
◆ IsValid()
bool COrder_Resource::IsValid |
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const |
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virtual |
◆ OnAiHitUnit()
bool COrder_Resource::OnAiHitUnit |
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CUnit & |
unit, |
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CUnit * |
attacker, |
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int |
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) |
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virtual |
◆ ParseSpecificData()
bool COrder_Resource::ParseSpecificData |
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lua_State * |
l, |
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int & |
j, |
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const char * |
value, |
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const CUnit & |
unit |
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) |
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virtual |
◆ Save()
◆ Show()
◆ UpdatePathFinderData()
◆ COrder::NewActionResource [1/2]
◆ COrder::NewActionResource [2/2]
◆ COrder::NewActionReturnGoods
◆ Mine
position for terrain resource.
◆ Pos
Vec2i COrder_Resource::Pos |
The documentation for this class was generated from the following files:
(C) Copyright 1998-2012 by The