Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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AISkirmishPlayer Member List

This is the complete list of members for AISkirmishPlayer, including all inherited members.

acquireEnemy(void)AISkirmishPlayerprotected
adjustBuildList(BuildListInfo *list)AISkirmishPlayerprotected
AIPlayer(Player *p)AIPlayer
aiPreTeamDestroy(const Team *team)AIPlayer
AISkirmishPlayer(Player *p)AISkirmishPlayer
buildAIBaseDefense(Bool flank)AISkirmishPlayervirtual
buildAIBaseDefenseStructure(const AsciiString &thingName, Bool flank)AISkirmishPlayervirtual
buildBySupplies(Int minimumCash, const AsciiString &thingName)AIPlayer
buildSpecificAIBuilding(const AsciiString &thingName)AISkirmishPlayervirtual
buildSpecificAITeam(TeamPrototype *teamProto, Bool priorityBuild)AISkirmishPlayervirtual
buildSpecificBuildingNearestTeam(const AsciiString &thingName, const Team *team)AIPlayer
buildStructureNow(const ThingTemplate *bldgPlan, BuildListInfo *info)AIPlayerprotected
buildStructureWithDozer(const ThingTemplate *bldgPlan, BuildListInfo *info)AIPlayerprotected
buildUpgrade(const AsciiString &upgrade)AIPlayer
calcClosestConstructionZoneLocation(const ThingTemplate *constructTemplate, Coord3D *location)AIPlayer
checkBridges(Object *unit, Waypoint *way)AISkirmishPlayervirtual
checkForSupplyCenter(BuildListInfo *info, Object *bldg)AIPlayerprotected
checkQueuedTeams(void)AISkirmishPlayerprotectedvirtual
checkReadyTeams(void)AISkirmishPlayerprotectedvirtual
clearTeamsInQueue(void)AIPlayerprotected
computeCenterAndRadiusOfBase(Coord3D *center, Real *radius)AIPlayerprotected
computeSuperweaponTarget(const SpecialPowerTemplate *power, Coord3D *pos, Int playerNdx, Real weaponRadius)AISkirmishPlayervirtual
crc(Xfer *xfer)AISkirmishPlayerprotectedvirtual
deleteInstance()MemoryPoolObjectinline
doBaseBuilding(void)AISkirmishPlayerprotectedvirtual
doTeamBuilding(void)AISkirmishPlayerprotectedvirtual
doUpgradesAndSkills(void)AIPlayerprotectedvirtual
dozerInQueue(void)AIPlayerprotected
findDozer(const Coord3D *pos)AISkirmishPlayerprotectedvirtual
findFactory(const ThingTemplate *thing, Bool busyOK)AIPlayerprotected
findSupplyCenter(Int minSupplies)AIPlayerprotected
getAIDifficulty(void) constAIPlayer
getAiEnemy(void)AISkirmishPlayervirtual
getBaseCenter(Coord3D *pos) constAIPlayerinline
getMyEnemyPlayerIndex(void)AISkirmishPlayerprotected
getObjectMemoryPool()=0MemoryPoolObjectprotectedpure virtual
getPlayerStructureBounds(Region2D *bounds, Int playerNdx, Bool conservative=FALSE)AIPlayerprotectedstatic
getPlayerSuperweaponValue(Coord3D *center, Int playerNdx, Real radius, Bool includeMilitaryUnits=TRUE)AIPlayerprotectedstatic
guardSupplyCenter(Team *team, Int minSupplies)AIPlayer
isAGoodIdeaToBuildTeam(TeamPrototype *proto)AISkirmishPlayerprotectedvirtual
isLocationSafe(const Coord3D *pos, const ThingTemplate *tthing)AIPlayer
isPossibleToBuildTeam(TeamPrototype *proto, Bool requireIdleFactory, Bool &needMoney)AIPlayerprotected
isSkirmishAI(void)AISkirmishPlayerinlinevirtual
isSupplySourceAttacked(void)AIPlayer
isSupplySourceSafe(Int minSupplies)AIPlayer
loadPostProcess(void)AISkirmishPlayerprotectedvirtual
m_attackedSupplyCenterAIPlayerprotected
m_baseCenterAIPlayerprotected
m_baseCenterSetAIPlayerprotected
m_baseRadiusAIPlayerprotected
m_bridgeTimerAIPlayerprotected
m_buildDelayAIPlayerprotected
m_curFlankBaseDefenseAISkirmishPlayerprotected
m_curFrontBaseDefenseAISkirmishPlayerprotected
m_curFrontLeftDefenseAngleAISkirmishPlayerprotected
m_curFrontRightDefenseAngleAISkirmishPlayerprotected
m_curLeftFlankLeftDefenseAngleAISkirmishPlayerprotected
m_curLeftFlankRightDefenseAngleAISkirmishPlayerprotected
m_currentEnemyAISkirmishPlayerprotected
m_curRightFlankLeftDefenseAngleAISkirmishPlayerprotected
m_curRightFlankRightDefenseAngleAISkirmishPlayerprotected
m_curWarehouseIDAIPlayerprotected
m_difficultyAIPlayerprotected
m_dozerIsRepairingAIPlayerprotected
m_dozerQueuedForRepairAIPlayerprotected
m_frameLastBuildingBuiltAIPlayerprotected
m_frameToCheckEnemyAISkirmishPlayerprotected
m_playerAIPlayerprotected
m_readyToBuildStructureAIPlayerprotected
m_readyToBuildTeamAIPlayerprotected
m_repairDozerAIPlayerprotected
m_repairDozerOriginAIPlayerprotected
m_skillsetSelectorAIPlayerprotected
m_structuresInQueueAIPlayerprotected
m_structuresToRepairAIPlayerprotected
m_structureTimerAIPlayerprotected
m_supplySourceAttackCheckFrameAIPlayerprotected
m_teamDelayAIPlayerprotected
m_teamSecondsAIPlayerprotected
m_teamTimerAIPlayerprotected
MAKE_DLINK_HEAD(TeamInQueue, TeamBuildQueue)AIPlayerprotected
MAKE_DLINK_HEAD(TeamInQueue, TeamReadyQueue)AIPlayerprotected
MAX_STRUCTURES_TO_REPAIR enum valueAIPlayerprotected
newMap()AISkirmishPlayervirtual
onStructureProduced(Object *factory, Object *structure)AIPlayervirtual
onUnitProduced(Object *factory, Object *unit)AISkirmishPlayervirtual
operator delete(void *p)MemoryPoolObjectinlineprotected
operator new(size_t s)MemoryPoolObjectinlineprotected
processBaseBuilding(void)AISkirmishPlayerprotectedvirtual
processTeamBuilding(void)AISkirmishPlayerprotectedvirtual
queueDozer(void)AISkirmishPlayerprotectedvirtual
queueSupplyTruck(void)AIPlayerprotected
queueUnits(void)AIPlayerprotected
recruitSpecificAITeam(TeamPrototype *teamProto, Real recruitRadius)AISkirmishPlayervirtual
repairStructure(ObjectID structure)AIPlayervirtual
selectSkillset(Int skillset)AIPlayervirtual
selectTeamToBuild(void)AISkirmishPlayerprotectedvirtual
selectTeamToReinforce(Int minPriority)AISkirmishPlayerprotectedvirtual
setAIDifficulty(GameDifficulty difficulty)AIPlayerinline
setTeamDelaySeconds(Int delay)AIPlayerinline
Snapshot(void)Snapshot
startTraining(WorkOrder *order, Bool busyOK, AsciiString teamName)AISkirmishPlayerprotectedvirtual
update()AISkirmishPlayervirtual
updateBridgeRepair(void)AIPlayerprotected
xfer(Xfer *xfer)AISkirmishPlayerprotectedvirtual
~MemoryPoolObject()MemoryPoolObjectinlineprotectedvirtual
~Snapshot(void)Snapshot