This is the complete list of members for AIPlayer, including all inherited members.
| AIPlayer(Player *p) | AIPlayer | |
| aiPreTeamDestroy(const Team *team) | AIPlayer | |
| buildAIBaseDefense(Bool flank) | AIPlayer | virtual |
| buildAIBaseDefenseStructure(const AsciiString &thingName, Bool flank) | AIPlayer | virtual |
| buildBySupplies(Int minimumCash, const AsciiString &thingName) | AIPlayer | |
| buildSpecificAIBuilding(const AsciiString &thingName) | AIPlayer | virtual |
| buildSpecificAITeam(TeamPrototype *teamProto, Bool priorityBuild) | AIPlayer | virtual |
| buildSpecificBuildingNearestTeam(const AsciiString &thingName, const Team *team) | AIPlayer | |
| buildStructureNow(const ThingTemplate *bldgPlan, BuildListInfo *info) | AIPlayer | protected |
| buildStructureWithDozer(const ThingTemplate *bldgPlan, BuildListInfo *info) | AIPlayer | protected |
| buildUpgrade(const AsciiString &upgrade) | AIPlayer | |
| calcClosestConstructionZoneLocation(const ThingTemplate *constructTemplate, Coord3D *location) | AIPlayer | |
| checkBridges(Object *unit, Waypoint *way) | AIPlayer | inlinevirtual |
| checkForSupplyCenter(BuildListInfo *info, Object *bldg) | AIPlayer | protected |
| checkQueuedTeams(void) | AIPlayer | protectedvirtual |
| checkReadyTeams(void) | AIPlayer | protectedvirtual |
| clearTeamsInQueue(void) | AIPlayer | protected |
| computeCenterAndRadiusOfBase(Coord3D *center, Real *radius) | AIPlayer | protected |
| computeSuperweaponTarget(const SpecialPowerTemplate *power, Coord3D *pos, Int playerNdx, Real weaponRadius) | AIPlayer | virtual |
| crc(Xfer *xfer) | AIPlayer | protectedvirtual |
| deleteInstance() | MemoryPoolObject | inline |
| doBaseBuilding(void) | AIPlayer | protectedvirtual |
| doTeamBuilding(void) | AIPlayer | protectedvirtual |
| doUpgradesAndSkills(void) | AIPlayer | protectedvirtual |
| dozerInQueue(void) | AIPlayer | protected |
| findDozer(const Coord3D *pos) | AIPlayer | protectedvirtual |
| findFactory(const ThingTemplate *thing, Bool busyOK) | AIPlayer | protected |
| findSupplyCenter(Int minSupplies) | AIPlayer | protected |
| getAIDifficulty(void) const | AIPlayer | |
| getAiEnemy(void) | AIPlayer | inlinevirtual |
| getBaseCenter(Coord3D *pos) const | AIPlayer | inline |
| getObjectMemoryPool()=0 | MemoryPoolObject | protectedpure virtual |
| getPlayerStructureBounds(Region2D *bounds, Int playerNdx, Bool conservative=FALSE) | AIPlayer | protectedstatic |
| getPlayerSuperweaponValue(Coord3D *center, Int playerNdx, Real radius, Bool includeMilitaryUnits=TRUE) | AIPlayer | protectedstatic |
| guardSupplyCenter(Team *team, Int minSupplies) | AIPlayer | |
| isAGoodIdeaToBuildTeam(TeamPrototype *proto) | AIPlayer | protectedvirtual |
| isLocationSafe(const Coord3D *pos, const ThingTemplate *tthing) | AIPlayer | |
| isPossibleToBuildTeam(TeamPrototype *proto, Bool requireIdleFactory, Bool &needMoney) | AIPlayer | protected |
| isSkirmishAI(void) | AIPlayer | inlinevirtual |
| isSupplySourceAttacked(void) | AIPlayer | |
| isSupplySourceSafe(Int minSupplies) | AIPlayer | |
| loadPostProcess(void) | AIPlayer | protectedvirtual |
| m_attackedSupplyCenter | AIPlayer | protected |
| m_baseCenter | AIPlayer | protected |
| m_baseCenterSet | AIPlayer | protected |
| m_baseRadius | AIPlayer | protected |
| m_bridgeTimer | AIPlayer | protected |
| m_buildDelay | AIPlayer | protected |
| m_curWarehouseID | AIPlayer | protected |
| m_difficulty | AIPlayer | protected |
| m_dozerIsRepairing | AIPlayer | protected |
| m_dozerQueuedForRepair | AIPlayer | protected |
| m_frameLastBuildingBuilt | AIPlayer | protected |
| m_player | AIPlayer | protected |
| m_readyToBuildStructure | AIPlayer | protected |
| m_readyToBuildTeam | AIPlayer | protected |
| m_repairDozer | AIPlayer | protected |
| m_repairDozerOrigin | AIPlayer | protected |
| m_skillsetSelector | AIPlayer | protected |
| m_structuresInQueue | AIPlayer | protected |
| m_structuresToRepair | AIPlayer | protected |
| m_structureTimer | AIPlayer | protected |
| m_supplySourceAttackCheckFrame | AIPlayer | protected |
| m_teamDelay | AIPlayer | protected |
| m_teamSeconds | AIPlayer | protected |
| m_teamTimer | AIPlayer | protected |
| MAKE_DLINK_HEAD(TeamInQueue, TeamBuildQueue) | AIPlayer | protected |
| MAKE_DLINK_HEAD(TeamInQueue, TeamReadyQueue) | AIPlayer | protected |
| MAX_STRUCTURES_TO_REPAIR enum value | AIPlayer | protected |
| newMap() | AIPlayer | virtual |
| onStructureProduced(Object *factory, Object *structure) | AIPlayer | virtual |
| onUnitProduced(Object *factory, Object *unit) | AIPlayer | virtual |
| operator delete(void *p) | MemoryPoolObject | inlineprotected |
| operator new(size_t s) | MemoryPoolObject | inlineprotected |
| processBaseBuilding(void) | AIPlayer | protectedvirtual |
| processTeamBuilding(void) | AIPlayer | protectedvirtual |
| queueDozer(void) | AIPlayer | protectedvirtual |
| queueSupplyTruck(void) | AIPlayer | protected |
| queueUnits(void) | AIPlayer | protected |
| recruitSpecificAITeam(TeamPrototype *teamProto, Real recruitRadius) | AIPlayer | virtual |
| repairStructure(ObjectID structure) | AIPlayer | virtual |
| selectSkillset(Int skillset) | AIPlayer | virtual |
| selectTeamToBuild(void) | AIPlayer | protectedvirtual |
| selectTeamToReinforce(Int minPriority) | AIPlayer | protectedvirtual |
| setAIDifficulty(GameDifficulty difficulty) | AIPlayer | inline |
| setTeamDelaySeconds(Int delay) | AIPlayer | inline |
| Snapshot(void) | Snapshot | |
| startTraining(WorkOrder *order, Bool busyOK, AsciiString teamName) | AIPlayer | protectedvirtual |
| update() | AIPlayer | virtual |
| updateBridgeRepair(void) | AIPlayer | protected |
| xfer(Xfer *xfer) | AIPlayer | protectedvirtual |
| ~MemoryPoolObject() | MemoryPoolObject | inlineprotectedvirtual |
| ~Snapshot(void) | Snapshot |