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Footman Class Reference

#include <Footman.h>

Inheritance diagram for Footman:
Unit

Additional Inherited Members

- Public Member Functions inherited from Unit
 Unit (Player &player)
 Constructor. More...
 
UnitgetBuiltBy () const
 
TilegetSpawnTile () const
 
TilegetTile (int tileID) const
 
std::set< int > getVisionTileIDs () const
 
UnitgetBuildEntity () const
 
UnitgetCombatTarget () const
 
TilegetNextTile ()
 
bool build (int idx)
 
bool build (int idx, bool ignoreCost)
 
void spawn (Tile &x, int initValue)
 
void despawn ()
 
void update ()
 
TilecenterTile () const
 
void enqueueState (const std::shared_ptr< BaseState > &state)
 
void transitionState ()
 
void transitionState (std::shared_ptr< BaseState > nextState)
 
void setPosition (Tile &tile)
 
void rightClick (Tile &tile)
 
void move (Tile &targetTile)
 
void attack (Tile &tile)
 
void harvest (Tile &tile)
 
int distance (Tile &tile) const
 
int distance (Unit &unit) const
 
Position distanceVector (Tile &target) const
 
void clearTiles ()
 
UnitclosestRecallBuilding () const
 
bool isDead ()
 
void afflictDamage (int dmg_)
 
int getDamage (Unit &target) const
 
void setDirection (int newX, int newY)
 
void setDirection (Position &dir)
 
void moveRelative (int x, int y)
 
void rightClickRelative (int x, int y)
 
bool operator== (int id) const
 
void tryMove (int16_t x, int16_t y)
 
void tryAttack ()
 
void tryHarvest ()
 
PlayergetPlayer ()
 
bool position_in_bounds (int x, int y) const
 
void setStateForTile (Tile *t)
 State alterations. More...
 
void clearStateForTile (Tile *t)
 
- Public Attributes inherited from Unit
Gamegame
 
const Configconfig
 
int id
 Unit ID. More...
 
std::string nameID
 Unit Name ID (i.e Peasant1) More...
 
Constants::Unit typeId
 Unit Type. More...
 
int health
 Unit Current Health. More...
 
int health_max
 Unit Max Health. More...
 
int direction
 Unit Direction. More...
 
int groundUnit
 
int waterUnit
 
int damageMin = -1
 
int damageMax = -1
 
int damageRange = -1
 
int damagePiercing = -1
 
int armor = -1
 
float lumberCarry = 0
 
float goldCarry = 0
 
float stoneCarry = 0
 
float carryCapacity = 10
 
std::vector< Constants::UnitbuildInventory
 
int speed
 
int sight
 
bool canHarvest
 
bool canAttack
 
bool canMove
 
bool military
 
bool structure
 
bool recallable = false
 
int lumberCost
 
int goldCost
 
int stoneCost
 
int foodProduction
 
int foodConsumption
 
int width
 
int height
 
std::string name
 
Playerplayer_
 
int spawnDuration
 
int spawnTileID = -1
 
int builtByID = -1
 
double harvestInterval = .5
 
int harvestTimer = 0
 
int harvestIterator {}
 
int harvestTargetID = -1
 
int spawnTimer = 0
 
int buildEntityID = -1
 
int buildTimer = 0
 
int combatTargetID = -1
 
double combatInterval = 1
 
double combatTimer = 0
 
int walking_timer = 0
 
std::vector< Tile * > walking_path
 
int walkingGoalID = -1
 
int stepsLeft = 0
 
double walking_interval = 1
 
int animationCounter = 0
 
Tiletile = nullptr
 
StateManagerstateManager
 
std::shared_ptr< BaseStatestate = nullptr
 
std::vector< Constants::StatestateList
 
Position worldPosition
 
bool removedFromGame = false
 

The documentation for this class was generated from the following file: