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Deep RTS
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#include <Footman.h>
Additional Inherited Members | |
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Unit (Player &player) | |
Constructor. More... | |
Unit & | getBuiltBy () const |
Tile & | getSpawnTile () const |
Tile * | getTile (int tileID) const |
std::set< int > | getVisionTileIDs () const |
Unit & | getBuildEntity () const |
Unit * | getCombatTarget () const |
Tile * | getNextTile () |
bool | build (int idx) |
bool | build (int idx, bool ignoreCost) |
void | spawn (Tile &x, int initValue) |
void | despawn () |
void | update () |
Tile * | centerTile () 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 () |
Unit * | closestRecallBuilding () 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 () |
Player & | getPlayer () |
bool | position_in_bounds (int x, int y) const |
void | setStateForTile (Tile *t) |
State alterations. More... | |
void | clearStateForTile (Tile *t) |
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Game * | game |
const Config & | config |
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::Unit > | buildInventory |
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 |
Player & | player_ |
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 |
Tile * | tile = nullptr |
StateManager * | stateManager |
std::shared_ptr< BaseState > | state = nullptr |
std::vector< Constants::State > | stateList |
Position | worldPosition |
bool | removedFromGame = false |