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| virtual void | aiDoCommand (const AICommandParms *parms)=0 |
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| void | aiMoveToPosition (const Coord3D *pos, CommandSourceType cmdSource) |
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| void | aiMoveToPositionEvenIfSleeping (const Coord3D *pos, CommandSourceType cmdSource) |
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| void | aiMoveToObject (Object *obj, CommandSourceType cmdSource) |
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| void | aiTightenToPosition (const Coord3D *pos, CommandSourceType cmdSource) |
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| void | aiMoveToAndEvacuate (const Coord3D *pos, CommandSourceType cmdSource) |
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| void | aiMoveToAndEvacuateAndExit (const Coord3D *pos, CommandSourceType cmdSource) |
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| void | aiIdle (CommandSourceType cmdSource) |
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| void | aiBusy (CommandSourceType cmdSource) |
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| void | aiFollowWaypointPath (const Waypoint *way, CommandSourceType cmdSource) |
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| void | aiFollowWaypointPathExact (const Waypoint *way, CommandSourceType cmdSource) |
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| void | aiFollowWaypointPathAsTeam (const Waypoint *way, CommandSourceType cmdSource) |
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| void | aiFollowWaypointPathExactAsTeam (const Waypoint *way, CommandSourceType cmdSource) |
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| void | aiFollowExitProductionPath (const std::vector< Coord3D > *path, Object *ignoreObject, CommandSourceType cmdSource) |
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| void | aiFollowPath (const std::vector< Coord3D > *path, Object *ignoreObject, CommandSourceType cmdSource) |
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| void | aiFollowPathAppend (const Coord3D *pos, CommandSourceType cmdSource) |
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| void | aiAttackObject (Object *victim, Int maxShotsToFire, CommandSourceType cmdSource) |
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| void | aiForceAttackObject (Object *victim, Int maxShotsToFire, CommandSourceType cmdSource) |
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| void | aiGuardRetaliate (Object *victim, const Coord3D *pos, Int maxShotsToFire, CommandSourceType cmdSource) |
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| void | aiAttackTeam (const Team *team, Int maxShotsToFire, CommandSourceType cmdSource) |
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| void | aiAttackPosition (const Coord3D *pos, Int maxShotsToFire, CommandSourceType cmdSource) |
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| void | aiAttackMoveToPosition (const Coord3D *pos, Int maxShotsToFire, CommandSourceType cmdSource) |
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| void | aiAttackFollowWaypointPath (const Waypoint *way, Int maxShotsToFire, CommandSourceType cmdSource) |
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| void | aiAttackFollowWaypointPathAsTeam (const Waypoint *way, Int maxShotsToFire, CommandSourceType cmdSource) |
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| void | aiHunt (CommandSourceType cmdSource) |
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| void | aiAttackArea (const PolygonTrigger *areaToGuard, CommandSourceType cmdSource) |
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| void | aiRepair (Object *obj, CommandSourceType cmdSource) |
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| void | aiResumeConstruction (Object *obj, CommandSourceType cmdSource) |
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| void | aiGetHealed (Object *healDepot, CommandSourceType cmdSource) |
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| void | aiGetRepaired (Object *repairDepot, CommandSourceType cmdSource) |
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| void | aiEnter (Object *obj, CommandSourceType cmdSource) |
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| void | aiDock (Object *obj, CommandSourceType cmdSource) |
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| void | aiExit (Object *objectToExit, CommandSourceType cmdSource) |
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| void | aiExitInstantly (Object *objectToExit, CommandSourceType cmdSource) |
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| void | aiEvacuate (Bool exposeStealthUnits, CommandSourceType cmdSource) |
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| void | aiEvacuateInstantly (Bool exposeStealthUnits, CommandSourceType cmdSource) |
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| void | aiExecuteRailedTransport (CommandSourceType cmdSource) |
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| void | aiGoProne (const DamageInfo *damageInfo, CommandSourceType cmdSource) |
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| void | aiGuardPosition (const Coord3D *pos, GuardMode guardMode, CommandSourceType cmdSource) |
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| void | aiGuardObject (Object *objToGuard, GuardMode guardMode, CommandSourceType cmdSource) |
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| void | aiGuardArea (const PolygonTrigger *areaToGuard, GuardMode guardMode, CommandSourceType cmdSource) |
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| void | aiGuardTunnelNetwork (GuardMode guardMode, CommandSourceType cmdSource) |
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| void | aiHackInternet (CommandSourceType cmdSource) |
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| void | aiFaceObject (Object *target, CommandSourceType cmdSource) |
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| void | aiFacePosition (const Coord3D *pos, CommandSourceType cmdSource) |
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| void | aiRappelInto (Object *target, const Coord3D &pos, CommandSourceType cmdSource) |
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| void | aiCombatDrop (Object *target, const Coord3D &pos, CommandSourceType cmdSource) |
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| void | aiDoCommandButton (const CommandButton *commandButton, CommandSourceType cmdSource) |
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| void | aiDoCommandButtonAtPosition (const CommandButton *commandButton, const Coord3D *pos, CommandSourceType cmdSource) |
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| void | aiDoCommandButtonAtObject (const CommandButton *commandButton, Object *obj, CommandSourceType cmdSource) |
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| void | aiMoveAwayFromUnit (Object *obj, CommandSourceType cmdSource) |
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| void | aiWander (const Waypoint *way, CommandSourceType cmdSource) |
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| void | aiWanderInPlace (CommandSourceType cmdSource) |
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| void | aiPanic (const Waypoint *way, CommandSourceType cmdSource) |
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AI interface. AIGroups, or Objects with an AIUpdate can be given these commands.
NOTE NOTE NOTE: all of these may be overridden and possibly deferred by various AI classes, so they are NOT ALLOWED TO RETURN ANY VALUES, since the particular command issued might not be executed immediately...
Definition at line 452 of file AI.h.