Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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AIUpdateInterface Class Reference

#include <AIUpdate.h>

Inherits UpdateModule, and AICommandInterface.

Inherited by AssaultTransportAIUpdate, DeliverPayloadAIUpdate, DeployStyleAIUpdate, DozerAIUpdate, FlightDeckBehavior, HackInternetAIUpdate, JetAIUpdate, MissileAIUpdate, RailedTransportAIUpdate, SupplyTruckAIUpdate, TransportAIUpdate, WanderAIUpdate, and WorkerAIUpdate.

Public Member Functions

 AIUpdateInterface (Thing *thing, const ModuleData *moduleData)
 
virtual AIUpdateInterfacegetAIUpdateInterface ()
 
virtual DisabledMaskType getDisabledTypesToProcess () const
 
virtual DozerAIInterfacegetDozerAIInterface ()
 
virtual SupplyTruckAIInterfacegetSupplyTruckAIInterface ()
 
virtual const DozerAIInterfacegetDozerAIInterface () const
 
virtual const SupplyTruckAIInterfacegetSupplyTruckAIInterface () const
 
virtual WorkerAIInterfacegetWorkerAIInterface (void)
 
virtual const WorkerAIInterfacegetWorkerAIInterface (void) const
 
virtual HackInternetAIInterfacegetHackInternetAIInterface ()
 
virtual const HackInternetAIInterfacegetHackInternetAIInterface () const
 
virtual AssaultTransportAIInterfacegetAssaultTransportAIInterface ()
 
virtual const AssaultTransportAIInterfacegetAssaultTransportAIInterface () const
 
virtual JetAIUpdategetJetAIUpdate ()
 
virtual const JetAIUpdategetJetAIUpdate () const
 
virtual void joinTeam (void)
 This unit just got added to a team & needs to catch up.
 
Bool areTurretsLinked () const
 
virtual AIFreeToExitType getAiFreeToExit (const Object *exiter) const
 
virtual Bool isAllowedToAdjustDestination () const
 
virtual Bool isAllowedToMoveAwayFromUnit () const
 
virtual ObjectID getBuildingToNotPathAround () const
 
virtual Bool isIdle () const
 
virtual Bool isAttacking () const
 
virtual Bool isClearingMines () const
 
virtual Bool isTaxiingToParking () const
 
virtual Bool isBusy () const
 
virtual void onObjectCreated ()
 
virtual void doQuickExit (const std::vector< Coord3D > *path)
 get out of this Object
 
virtual void aiDoCommand (const AICommandParms *parms)
 
virtual const Coord3DgetGuardLocation (void) const
 
virtual const ObjectID getGuardObject (void) const
 
virtual const PolygonTriggergetAreaToGuard (void) const
 
virtual GuardTargetType getGuardTargetType () const
 
virtual void clearGuardTargetType ()
 
virtual GuardMode getGuardMode () const
 
virtual Objectconstruct (const ThingTemplate *what, const Coord3D *pos, Real angle, Player *owningPlayer, Bool isRebuild)
 construct a building
 
void ignoreObstacle (const Object *obj)
 tell the pathfinder to ignore the given object as an obstacle
 
void ignoreObstacleID (ObjectID id)
 tell the pathfinder to ignore the given object as an obstacle
 
AIStateType getAIStateType () const
 What general state is the AIState Machine in?
 
AsciiString getCurrentStateName (void) const
 
virtual ObjectgetEnterTarget ()
 if we are trying to enter something (see enter() above), what is the thing in question? (or null)
 
virtual Bool getSneakyTargetingOffset (Coord3D *offset) const
 
virtual void addTargeter (ObjectID id, Bool add)
 
virtual Bool isTemporarilyPreventingAimSuccess () const
 
void setPriorWaypointID (UnsignedInt id)
 
void setCurrentWaypointID (UnsignedInt id)
 
AIGroupgetGroup (void)
 
Bool isAiInDeadState (void) const
 return true if we are dead
 
void markAsDead (void)
 
Bool isRecruitable (void) const
 
void setIsRecruitable (Bool isRecruitable)
 
Real getDesiredSpeed () const
 
void setDesiredSpeed (Real speed)
 how fast we want to go
 
virtual void setLocomotorGoalPositionOnPath ()
 
virtual void setLocomotorGoalPositionExplicit (const Coord3D &newPos)
 
virtual void setLocomotorGoalOrientation (Real angle)
 
virtual void setLocomotorGoalNone ()
 
virtual Bool isDoingGroundMovement (void) const
 True if moving along ground.
 
Bool isValidLocomotorPosition (const Coord3D *pos) const
 
Bool isAircraftThatAdjustsDestination (void) const
 True if is aircraft that doesn't stack destinations (missles for example do stack destinations.)
 
Real getCurLocomotorSpeed () const
 
Real getLocomotorDistanceToGoal ()
 
const LocomotorgetCurLocomotor () const
 
LocomotorgetCurLocomotor ()
 
LocomotorSetType getCurLocomotorSetType () const
 
Bool hasLocomotorForSurface (LocomotorSurfaceType surfaceType)
 
WhichTurretType getWhichTurretForWeaponSlot (WeaponSlotType wslot, Real *turretAngle, Real *turretPitch=NULL) const
 
WhichTurretType getWhichTurretForCurWeapon () const
 
Bool isWeaponSlotOnTurretAndAimingAtTarget (WeaponSlotType wslot, const Object *victim) const
 
Bool getTurretRotAndPitch (WhichTurretType tur, Real *turretAngle, Real *turretPitch) const
 
Real getTurretTurnRate (WhichTurretType tur) const
 
void setTurretTargetObject (WhichTurretType tur, Object *o, Bool isForceAttacking=FALSE)
 
ObjectgetTurretTargetObject (WhichTurretType tur, Bool clearDeadTargets=TRUE)
 
void setTurretTargetPosition (WhichTurretType tur, const Coord3D *pos)
 
void setTurretEnabled (WhichTurretType tur, Bool enabled)
 
void recenterTurret (WhichTurretType tur)
 
Bool isTurretEnabled (WhichTurretType tur) const
 
Bool isTurretInNaturalPosition (WhichTurretType tur) const
 
Bool queueWaypoint (const Coord3D *pos)
 add waypoint to end of move list. return true if success, false if queue was full and those the waypoint not added
 
void clearWaypointQueue (void)
 reset the waypoint queue to empty
 
void executeWaypointQueue (void)
 start moving along queued waypoints
 
void doPathfind (PathfindServicesInterface *pathfinder)
 
void requestPath (Coord3D *destination, Bool isGoalDestination)
 Queues a request to pathfind to destination.
 
void requestAttackPath (ObjectID victimID, const Coord3D *victimPos)
 computes path to attack the current target, returns false if no path
 
void requestApproachPath (Coord3D *destination)
 computes path to attack the current target, returns false if no path
 
void requestSafePath (ObjectID repulsor1)
 computes path to attack the current target, returns false if no path
 
Bool isWaitingForPath (void) const
 
Bool isAttackPath (void) const
 True if we have a path to an attack location.
 
void cancelPath (void)
 Called if we no longer need the path.
 
PathgetPath (void)
 return the agent's current path
 
const PathgetPath (void) const
 return the agent's current path
 
void destroyPath (void)
 destroy the current path, setting it to NULL
 
UnsignedInt getPathAge (void) const
 return the "age" of the path
 
Bool isPathAvailable (const Coord3D *destination) const
 does a path exist between us and the destination
 
Bool isQuickPathAvailable (const Coord3D *destination) const
 does a path (using quick pathfind) exist between us and the destination
 
Int getNumFramesBlocked (void) const
 
Bool isBlockedAndStuck (void) const
 
Bool canComputeQuickPath (void)
 Returns true if we can quickly comput a path. Usually missiles & the like that just move straight to the destination.
 
Bool computeQuickPath (const Coord3D *destination)
 Computes a quick path to the destination.
 
Bool isMoving () const
 
Bool isMovingAwayFrom (Object *obj) const
 
void friend_startingMove (void)
 
void friend_endingMove (void)
 
void friend_setPath (Path *newPath)
 
Pathfriend_getPath ()
 
void friend_setGoalObject (Object *obj)
 
virtual Bool processCollision (PhysicsBehavior *physics, Object *other)
 Returns true if the physics collide should apply the force. Normally not. jba.
 
ObjectID getIgnoredObstacleID (void) const
 
const WaypointgetCompletedWaypoint (void) const
 
void setCompletedWaypoint (const Waypoint *pWay)
 
const LocomotorSetgetLocomotorSet (void) const
 
void setPathExtraDistance (Real dist)
 
Real getPathExtraDistance () const
 
virtual Bool chooseLocomotorSet (LocomotorSetType wst)
 
virtual CommandSourceType getLastCommandSource () const
 
const AttackPriorityInfogetAttackInfo (void)
 
void setAttackInfo (const AttackPriorityInfo *info)
 
void setCurPathfindCell (const ICoord2D &cell)
 
void setPathfindGoalCell (const ICoord2D &cell)
 
void setPathFromWaypoint (const Waypoint *way, const Coord2D *offset)
 
const ICoord2DgetCurPathfindCell (void) const
 
const ICoord2DgetPathfindGoalCell (void) const
 
Bool hasHigherPathPriority (AIUpdateInterface *otherAI) const
 Return true if our path has higher priority.
 
void setFinalPosition (const Coord3D *pos)
 
virtual UpdateSleepTime update (void)
 update this object's AI
 
void transferAttack (ObjectID fromID, ObjectID toID)
 if we are attacking "fromID", stop that and attack "toID" instead
 
void setCurrentVictim (const Object *nemesis)
 Current victim.
 
ObjectgetCurrentVictim (void) const
 
virtual void notifyVictimIsDead ()
 
const Coord3DgetCurrentVictimPos (void) const
 
void setLocomotorUpgrade (Bool set)
 
void wakeUpAndAttemptToTarget (void)
 
void resetNextMoodCheckTime (void)
 
void setNextMoodCheckTime (UnsignedInt frame)
 
ObjectgetNextMoodTarget (Bool calledByAI, Bool calledDuringIdle)
 
UnsignedInt getNextMoodCheckTime () const
 
UnsignedInt getMoodMatrixValue (void) const
 
UnsignedInt getMoodMatrixActionAdjustment (MoodMatrixAction action) const
 
void setAttitude (AttitudeType tude)
 set the behavior modifier for this agent
 
void evaluateMoraleBonus (void)
 
Bool canPathThroughUnits (void) const
 
void setCanPathThroughUnits (Bool canPath)
 
void notifyCrate (ObjectID id)
 
ObjectID getCrateID (void) const
 
ObjectcheckForCrateToPickup ()
 
void setIgnoreCollisionTime (Int frames)
 
void setQueueForPathTime (Int frames)
 
void friend_setLastCommandSource (CommandSourceType source)
 
Bool canAutoAcquire () const
 
Bool canAutoAcquireWhileStealthed () const
 
StateID getCurrentStateID () const
 
void friend_addToWaypointGoalPath (const Coord3D *pathPoint)
 @ todo – srj sez: JBA NUKE THIS CODE, IT IS EVIL
 
const Coord3Dfriend_getGoalPathPosition (Int index) const
 
Int friend_getWaypointGoalPathSize () const
 
Int friend_getCurrentGoalPathIndex () const
 
void friend_setCurrentGoalPathIndex (Int index)
 
ObjectgetGoalObject ()
 return the id of the current state of the machine
 
const Coord3DgetGoalPosition () const
 return the id of the current state of the machine
 
WhichTurretType friend_getTurretSync () const
 
void friend_setTurretSync (WhichTurretType t)
 
UnsignedInt getPriorWaypointID (void)
 
UnsignedInt getCurrentWaypointID (void)
 
void clearMoveOutOfWay (void)
 
void setTmpValue (Int val)
 
Int getTmpValue (void)
 
Bool getRetryPath (void)
 
void setAllowedToChase (Bool allow)
 
Bool isAllowedToChase () const
 
virtual void friend_notifyStateMachineChanged ()
 
- Public Member Functions inherited from UpdateModule
 UpdateModule (Thing *thing, const ModuleData *moduleData)
 
virtual UpdateModuleInterfacegetUpdate ()
 
DisabledMaskType getDisabledTypesToProcess () const
 
UPDATEMODULE_FRIEND_DECLARATOR UnsignedInt friend_getPriority () const
 
UPDATEMODULE_FRIEND_DECLARATOR UnsignedInt friend_getNextCallFrame () const
 
UPDATEMODULE_FRIEND_DECLARATOR SleepyUpdatePhase friend_getNextCallPhase () const
 
UPDATEMODULE_FRIEND_DECLARATOR void friend_setNextCallFrame (UnsignedInt frame)
 
UPDATEMODULE_FRIEND_DECLARATOR Int friend_getIndexInLogic () const
 
UPDATEMODULE_FRIEND_DECLARATOR void friend_setIndexInLogic (Int i)
 
UPDATEMODULE_FRIEND_DECLARATOR const Objectfriend_getObject () const
 
- Public Member Functions inherited from BehaviorModule
 BehaviorModule (Thing *thing, const ModuleData *moduleData)
 
virtual BodyModuleInterfacegetBody ()
 
virtual CollideModuleInterfacegetCollide ()
 
virtual ContainModuleInterfacegetContain ()
 
virtual CreateModuleInterfacegetCreate ()
 
virtual DamageModuleInterfacegetDamage ()
 
virtual DestroyModuleInterfacegetDestroy ()
 
virtual DieModuleInterfacegetDie ()
 
virtual SpecialPowerModuleInterfacegetSpecialPower ()
 
virtual UpgradeModuleInterfacegetUpgrade ()
 
virtual StealthUpdategetStealth ()
 
virtual SpyVisionUpdategetSpyVisionUpdate ()
 
virtual ParkingPlaceBehaviorInterfacegetParkingPlaceBehaviorInterface ()
 
virtual RebuildHoleBehaviorInterfacegetRebuildHoleBehaviorInterface ()
 
virtual BridgeBehaviorInterfacegetBridgeBehaviorInterface ()
 
virtual BridgeTowerBehaviorInterfacegetBridgeTowerBehaviorInterface ()
 
virtual BridgeScaffoldBehaviorInterfacegetBridgeScaffoldBehaviorInterface ()
 
virtual OverchargeBehaviorInterfacegetOverchargeBehaviorInterface ()
 
virtual TransportPassengerInterfacegetTransportPassengerInterface ()
 
virtual CaveInterfacegetCaveInterface ()
 
virtual LandMineInterfacegetLandMineInterface ()
 
virtual DieModuleInterfacegetEjectPilotDieInterface ()
 
virtual ProjectileUpdateInterfacegetProjectileUpdateInterface ()
 
virtual ExitInterfacegetUpdateExitInterface ()
 
virtual DockUpdateInterfacegetDockUpdateInterface ()
 
virtual RailedTransportDockUpdateInterfacegetRailedTransportDockUpdateInterface (void)
 
virtual SlowDeathBehaviorInterfacegetSlowDeathBehaviorInterface ()
 
virtual SpecialPowerUpdateInterfacegetSpecialPowerUpdateInterface ()
 
virtual SlavedUpdateInterfacegetSlavedUpdateInterface ()
 
virtual ProductionUpdateInterfacegetProductionUpdateInterface ()
 
virtual HordeUpdateInterfacegetHordeUpdateInterface ()
 
virtual PowerPlantUpdateInterfacegetPowerPlantUpdateInterface ()
 
virtual SpawnBehaviorInterfacegetSpawnBehaviorInterface ()
 
virtual CountermeasuresBehaviorInterfacegetCountermeasuresBehaviorInterface ()
 
virtual const CountermeasuresBehaviorInterfacegetCountermeasuresBehaviorInterface () const
 
- Public Member Functions inherited from ObjectModule
 ObjectModule (Thing *thing, const ModuleData *moduleData)
 < this abstract class needs memory pool hooks
 
virtual void onCapture (Player *oldOwner, Player *newOwner)
 
virtual void onDisabledEdge (Bool nowDisabled)
 
- Public Member Functions inherited from Module
 Module (const ModuleData *moduleData)
 < this abstract class needs memory pool hooks
 
virtual NameKeyType getModuleNameKey () const =0
 
NameKeyType getModuleTagNameKey () const
 
virtual void onDrawableBoundToObject ()
 
virtual void preloadAssets (TimeOfDay timeOfDay)
 preload any assets we might have for this time of day
 
virtual void onDelete (void)
 
- Public Member Functions inherited from MemoryPoolObject
void deleteInstance ()
 
- Public Member Functions inherited from Snapshot
 Snapshot (void)
 
 ~Snapshot (void)
 
- Public Member Functions inherited from AICommandInterface
void aiMoveToPosition (const Coord3D *pos, CommandSourceType cmdSource)
 
void aiMoveToPositionEvenIfSleeping (const Coord3D *pos, CommandSourceType cmdSource)
 
void aiMoveToObject (Object *obj, CommandSourceType cmdSource)
 
void aiTightenToPosition (const Coord3D *pos, CommandSourceType cmdSource)
 
void aiMoveToAndEvacuate (const Coord3D *pos, CommandSourceType cmdSource)
 
void aiMoveToAndEvacuateAndExit (const Coord3D *pos, CommandSourceType cmdSource)
 
void aiIdle (CommandSourceType cmdSource)
 
void aiBusy (CommandSourceType cmdSource)
 
void aiFollowWaypointPath (const Waypoint *way, CommandSourceType cmdSource)
 
void aiFollowWaypointPathExact (const Waypoint *way, CommandSourceType cmdSource)
 
void aiFollowWaypointPathAsTeam (const Waypoint *way, CommandSourceType cmdSource)
 
void aiFollowWaypointPathExactAsTeam (const Waypoint *way, CommandSourceType cmdSource)
 
void aiFollowExitProductionPath (const std::vector< Coord3D > *path, Object *ignoreObject, CommandSourceType cmdSource)
 
void aiFollowPath (const std::vector< Coord3D > *path, Object *ignoreObject, CommandSourceType cmdSource)
 
void aiFollowPathAppend (const Coord3D *pos, CommandSourceType cmdSource)
 
void aiAttackObject (Object *victim, Int maxShotsToFire, CommandSourceType cmdSource)
 
void aiForceAttackObject (Object *victim, Int maxShotsToFire, CommandSourceType cmdSource)
 
void aiGuardRetaliate (Object *victim, const Coord3D *pos, Int maxShotsToFire, CommandSourceType cmdSource)
 
void aiAttackTeam (const Team *team, Int maxShotsToFire, CommandSourceType cmdSource)
 
void aiAttackPosition (const Coord3D *pos, Int maxShotsToFire, CommandSourceType cmdSource)
 
void aiAttackMoveToPosition (const Coord3D *pos, Int maxShotsToFire, CommandSourceType cmdSource)
 
void aiAttackFollowWaypointPath (const Waypoint *way, Int maxShotsToFire, CommandSourceType cmdSource)
 
void aiAttackFollowWaypointPathAsTeam (const Waypoint *way, Int maxShotsToFire, CommandSourceType cmdSource)
 
void aiHunt (CommandSourceType cmdSource)
 
void aiAttackArea (const PolygonTrigger *areaToGuard, CommandSourceType cmdSource)
 
void aiRepair (Object *obj, CommandSourceType cmdSource)
 
void aiResumeConstruction (Object *obj, CommandSourceType cmdSource)
 
void aiGetHealed (Object *healDepot, CommandSourceType cmdSource)
 
void aiGetRepaired (Object *repairDepot, CommandSourceType cmdSource)
 
void aiEnter (Object *obj, CommandSourceType cmdSource)
 
void aiDock (Object *obj, CommandSourceType cmdSource)
 
void aiExit (Object *objectToExit, CommandSourceType cmdSource)
 
void aiExitInstantly (Object *objectToExit, CommandSourceType cmdSource)
 
void aiEvacuate (Bool exposeStealthUnits, CommandSourceType cmdSource)
 
void aiEvacuateInstantly (Bool exposeStealthUnits, CommandSourceType cmdSource)
 
void aiExecuteRailedTransport (CommandSourceType cmdSource)
 
void aiGoProne (const DamageInfo *damageInfo, CommandSourceType cmdSource)
 
void aiGuardPosition (const Coord3D *pos, GuardMode guardMode, CommandSourceType cmdSource)
 
void aiGuardObject (Object *objToGuard, GuardMode guardMode, CommandSourceType cmdSource)
 
void aiGuardArea (const PolygonTrigger *areaToGuard, GuardMode guardMode, CommandSourceType cmdSource)
 
void aiGuardTunnelNetwork (GuardMode guardMode, CommandSourceType cmdSource)
 
void aiHackInternet (CommandSourceType cmdSource)
 
void aiFaceObject (Object *target, CommandSourceType cmdSource)
 
void aiFacePosition (const Coord3D *pos, CommandSourceType cmdSource)
 
void aiRappelInto (Object *target, const Coord3D &pos, CommandSourceType cmdSource)
 
void aiCombatDrop (Object *target, const Coord3D &pos, CommandSourceType cmdSource)
 
void aiDoCommandButton (const CommandButton *commandButton, CommandSourceType cmdSource)
 
void aiDoCommandButtonAtPosition (const CommandButton *commandButton, const Coord3D *pos, CommandSourceType cmdSource)
 
void aiDoCommandButtonAtObject (const CommandButton *commandButton, Object *obj, CommandSourceType cmdSource)
 
void aiMoveAwayFromUnit (Object *obj, CommandSourceType cmdSource)
 
void aiWander (const Waypoint *way, CommandSourceType cmdSource)
 
void aiWanderInPlace (CommandSourceType cmdSource)
 
void aiPanic (const Waypoint *way, CommandSourceType cmdSource)
 

Protected Member Functions

virtual void privateMoveToPosition (const Coord3D *pos, CommandSourceType cmdSource)
 move to given position(s) tightening the formation.
 
virtual void privateMoveToObject (Object *obj, CommandSourceType cmdSource)
 move to given object
 
virtual void privateMoveToAndEvacuate (const Coord3D *pos, CommandSourceType cmdSource)
 move to given position(s)
 
virtual void privateMoveToAndEvacuateAndExit (const Coord3D *pos, CommandSourceType cmdSource)
 move to given position & unload transport.
 
virtual void privateIdle (CommandSourceType cmdSource)
 Enter idle state.
 
virtual void privateTightenToPosition (const Coord3D *pos, CommandSourceType cmdSource)
 move to given position(s) tightening the formation.
 
virtual void privateFollowWaypointPath (const Waypoint *way, CommandSourceType cmdSource)
 start following the path from the given point
 
virtual void privateFollowWaypointPathAsTeam (const Waypoint *way, CommandSourceType cmdSource)
 start following the path from the given point
 
virtual void privateFollowWaypointPathExact (const Waypoint *way, CommandSourceType cmdSource)
 start following the path from the given point
 
virtual void privateFollowWaypointPathAsTeamExact (const Waypoint *way, CommandSourceType cmdSource)
 start following the path from the given point
 
virtual void privateFollowPath (const std::vector< Coord3D > *path, Object *ignoreObject, CommandSourceType cmdSource, Bool exitProduction)
 follow the path defined by the given array of points
 
virtual void privateFollowPathAppend (const Coord3D *pos, CommandSourceType cmdSource)
 
virtual void privateAttackObject (Object *victim, Int maxShotsToFire, CommandSourceType cmdSource)
 attack given object
 
virtual void privateForceAttackObject (Object *victim, Int maxShotsToFire, CommandSourceType cmdSource)
 attack given object
 
virtual void privateGuardRetaliate (Object *victim, const Coord3D *pos, Int maxShotsToFire, CommandSourceType cmdSource)
 retaliate and attack attacker – but with guard restrictions
 
virtual void privateAttackTeam (const Team *team, Int maxShotsToFire, CommandSourceType cmdSource)
 attack the given team
 
virtual void privateAttackPosition (const Coord3D *pos, Int maxShotsToFire, CommandSourceType cmdSource)
 attack given spot
 
virtual void privateAttackMoveToPosition (const Coord3D *pos, Int maxShotsToFire, CommandSourceType cmdSource)
 attack move to the given location
 
virtual void privateAttackFollowWaypointPath (const Waypoint *way, Int maxShotsToFire, Bool asTeam, CommandSourceType cmdSource)
 attack move along the following waypoint path, potentially as a team
 
virtual void privateHunt (CommandSourceType cmdSource)
 begin "seek and destroy"
 
virtual void privateRepair (Object *obj, CommandSourceType cmdSource)
 repair the given object
 
virtual void privateResumeConstruction (Object *obj, CommandSourceType cmdSource)
 resume construction of object
 
virtual void privateGetHealed (Object *healDepot, CommandSourceType cmdSource)
 get healed at heal depot
 
virtual void privateGetRepaired (Object *repairDepot, CommandSourceType cmdSource)
 get repaired at repair depot
 
virtual void privateEnter (Object *obj, CommandSourceType cmdSource)
 enter the given object
 
virtual void privateDock (Object *obj, CommandSourceType cmdSource)
 get near given object and wait for enter clearance
 
virtual void privateExit (Object *objectToExit, CommandSourceType cmdSource)
 get out of this Object
 
virtual void privateExitInstantly (Object *objectToExit, CommandSourceType cmdSource)
 get out of this Object this frame
 
virtual void privateEvacuate (Int exposeStealthUnits, CommandSourceType cmdSource)
 empty its contents
 
virtual void privateEvacuateInstantly (Int exposeStealthUnits, CommandSourceType cmdSource)
 empty its contents this frame
 
virtual void privateExecuteRailedTransport (CommandSourceType cmdSource)
 execute next leg in railed transport sequence
 
virtual void privateGoProne (const DamageInfo *damageInfo, CommandSourceType cmdSource)
 life altering state change, if this AI can do it
 
virtual void privateGuardTunnelNetwork (GuardMode guardMode, CommandSourceType cmdSource)
 guard the given spot
 
virtual void privateGuardPosition (const Coord3D *pos, GuardMode guardMode, CommandSourceType cmdSource)
 guard the given spot
 
virtual void privateGuardObject (Object *objectToGuard, GuardMode guardMode, CommandSourceType cmdSource)
 guard the given object
 
virtual void privateGuardArea (const PolygonTrigger *areaToGuard, GuardMode guardMode, CommandSourceType cmdSource)
 guard the given area
 
virtual void privateAttackArea (const PolygonTrigger *areaToGuard, CommandSourceType cmdSource)
 guard the given area
 
virtual void privateHackInternet (CommandSourceType cmdSource)
 Hack money from the heavens (free money)
 
virtual void privateFaceObject (Object *target, CommandSourceType cmdSource)
 
virtual void privateFacePosition (const Coord3D *pos, CommandSourceType cmdSource)
 
virtual void privateRappelInto (Object *target, const Coord3D &pos, CommandSourceType cmdSource)
 
virtual void privateCombatDrop (Object *target, const Coord3D &pos, CommandSourceType cmdSource)
 
virtual void privateCommandButton (const CommandButton *commandButton, CommandSourceType cmdSource)
 
virtual void privateCommandButtonPosition (const CommandButton *commandButton, const Coord3D *pos, CommandSourceType cmdSource)
 
virtual void privateCommandButtonObject (const CommandButton *commandButton, Object *obj, CommandSourceType cmdSource)
 
virtual void privateWander (const Waypoint *way, CommandSourceType cmdSource)
 Wander around the waypoint path.
 
virtual void privateWanderInPlace (CommandSourceType cmdSource)
 Wander around the current position.
 
virtual void privatePanic (const Waypoint *way, CommandSourceType cmdSource)
 Run screaming down the waypoint path.
 
virtual void privateBusy (CommandSourceType cmdSource)
 Transition to the busy state.
 
virtual void privateMoveAwayFromUnit (Object *unit, CommandSourceType cmdSource)
 Move out of the way of a unit.
 
virtual SleepyUpdatePhase getUpdatePhase () const
 
void setGoalPositionClipped (const Coord3D *in, CommandSourceType cmdSource)
 
virtual Bool isAllowedToRespondToAiCommands (const AICommandParms *parms) const
 
AttitudeType getAttitude (void) const
 get the current behavior modifier state.
 
Bool blockedBy (Object *other)
 Returns true if we are blocked by "other".
 
Bool needToRotate (void)
 Returns true if we are not pointing in the right direction for movement.
 
Real calculateMaxBlockedSpeed (Object *other) const
 
virtual UpdateSleepTime doLocomotor ()
 
void chooseGoodLocomotorFromCurrentSet ()
 
void setLastCommandSource (CommandSourceType source)
 
virtual AIStateMachinemakeStateMachine ()
 
virtual Bool getTreatAsAircraftForLocoDistToGoal () const
 
AIStateMachinegetStateMachine ()
 
const AIStateMachinegetStateMachine () const
 
void wakeUpNow ()
 
- Protected Member Functions inherited from UpdateModule
void setWakeFrame (Object *obj, UpdateSleepTime wakeDelay)
 
UpdateSleepTime getWakeFrame () const
 
UpdateSleepTime frameToSleepTime (UnsignedInt frame1, UnsignedInt frame2=FOREVER, UnsignedInt frame3=FOREVER, UnsignedInt frame4=FOREVER)
 
- Protected Member Functions inherited from BehaviorModule
virtual void crc (Xfer *xfer)
 
virtual void xfer (Xfer *xfer)
 
virtual void loadPostProcess (void)
 
- Protected Member Functions inherited from ObjectModule
ObjectgetObject ()
 
const ObjectgetObject () const
 
- Protected Member Functions inherited from Module
const ModuleDatagetModuleData () const
 
- Protected Member Functions inherited from MemoryPoolObject
virtual ~MemoryPoolObject ()
 
void * operator new (size_t s)
 
void operator delete (void *p)
 
virtual MemoryPoolgetObjectMemoryPool ()=0
 

Additional Inherited Members

- Static Public Member Functions inherited from UpdateModule
static Int getInterfaceMask ()
 
- Static Public Member Functions inherited from BehaviorModule
static Int getInterfaceMask ()
 
static ModuleType getModuleType ()
 
- Static Public Member Functions inherited from Module
static ModuleDatafriend_newModuleData (INI *ini)
 

Detailed Description

The AIUpdateInterface module contains the interface to the AI system, and performs the actual AI behaviors.

Definition at line 234 of file AIUpdate.h.

Constructor & Destructor Documentation

◆ AIUpdateInterface()

AIUpdateInterface::AIUpdateInterface ( Thing * thing,
const ModuleData * moduleData )

Definition at line 212 of file AIUpdate.cpp.

Member Function Documentation

◆ addTargeter()

virtual void AIUpdateInterface::addTargeter ( ObjectID id,
Bool add )
inlinevirtual

Exists solely to be overridden by JetAIUpdate...

Reimplemented in JetAIUpdate.

Definition at line 392 of file AIUpdate.h.

◆ aiDoCommand()

void AIUpdateInterface::aiDoCommand ( const AICommandParms * parms)
virtual

◆ areTurretsLinked()

Bool AIUpdateInterface::areTurretsLinked ( ) const
inline

Definition at line 333 of file AIUpdate.h.

◆ blockedBy()

Bool AIUpdateInterface::blockedBy ( Object * other)
protected

Returns true if we are blocked by "other".

Definition at line 1296 of file AIUpdate.cpp.

◆ calculateMaxBlockedSpeed()

Real AIUpdateInterface::calculateMaxBlockedSpeed ( Object * other) const
protected

Definition at line 1258 of file AIUpdate.cpp.

◆ canAutoAcquire()

Bool AIUpdateInterface::canAutoAcquire ( ) const
inline

Definition at line 589 of file AIUpdate.h.

◆ canAutoAcquireWhileStealthed()

Bool AIUpdateInterface::canAutoAcquireWhileStealthed ( ) const

Definition at line 4483 of file AIUpdate.cpp.

◆ cancelPath()

void AIUpdateInterface::cancelPath ( void )

Called if we no longer need the path.

◆ canComputeQuickPath()

Bool AIUpdateInterface::canComputeQuickPath ( void )

Returns true if we can quickly comput a path. Usually missiles & the like that just move straight to the destination.

See if we can do a quick path without pathfinding.

Definition at line 1595 of file AIUpdate.cpp.

◆ canPathThroughUnits()

Bool AIUpdateInterface::canPathThroughUnits ( void ) const
inline

Definition at line 573 of file AIUpdate.h.

◆ checkForCrateToPickup()

Object * AIUpdateInterface::checkForCrateToPickup ( )

Definition at line 900 of file AIUpdate.cpp.

◆ chooseGoodLocomotorFromCurrentSet()

void AIUpdateInterface::chooseGoodLocomotorFromCurrentSet ( void )
protected

Definition at line 857 of file AIUpdate.cpp.

◆ chooseLocomotorSet()

Bool AIUpdateInterface::chooseLocomotorSet ( LocomotorSetType wst)
virtual

Reimplemented in ChinookAIUpdate, and JetAIUpdate.

Definition at line 816 of file AIUpdate.cpp.

◆ clearGuardTargetType()

virtual void AIUpdateInterface::clearGuardTargetType ( )
inlinevirtual

Definition at line 363 of file AIUpdate.h.

◆ clearMoveOutOfWay()

void AIUpdateInterface::clearMoveOutOfWay ( void )
inline

Definition at line 664 of file AIUpdate.h.

◆ clearWaypointQueue()

void AIUpdateInterface::clearWaypointQueue ( void )

reset the waypoint queue to empty

Definition at line 1193 of file AIUpdate.cpp.

◆ computeQuickPath()

Bool AIUpdateInterface::computeQuickPath ( const Coord3D * destination)

Computes a quick path to the destination.

Create a quick path. (Just places the start & end point as the path). jba.

Definition at line 1622 of file AIUpdate.cpp.

◆ construct()

virtual Object * AIUpdateInterface::construct ( const ThingTemplate * what,
const Coord3D * pos,
Real angle,
Player * owningPlayer,
Bool isRebuild )
inlinevirtual

construct a building

Reimplemented in DozerAIUpdate, and WorkerAIUpdate.

Definition at line 366 of file AIUpdate.h.

◆ destroyPath()

void AIUpdateInterface::destroyPath ( void )

destroy the current path, setting it to NULL

Destroy the current path, and set it to NULL

Definition at line 2025 of file AIUpdate.cpp.

◆ doLocomotor()

UpdateSleepTime AIUpdateInterface::doLocomotor ( void )
protectedvirtual

Compute drive forces

Definition at line 2131 of file AIUpdate.cpp.

◆ doPathfind()

void AIUpdateInterface::doPathfind ( PathfindServicesInterface * pathfinder)

Definition at line 402 of file AIUpdate.cpp.

◆ doQuickExit()

void AIUpdateInterface::doQuickExit ( const std::vector< Coord3D > * path)
virtual

get out of this Object

Get out of whatever it is inside of

Definition at line 3875 of file AIUpdate.cpp.

◆ evaluateMoraleBonus()

void AIUpdateInterface::evaluateMoraleBonus ( void )
Todo
Find a better way to represent nationalism without hardcoding here (CBD)
Todo
Find a better way to represent fanaticism without hardcoding here (MAL)

Definition at line 4677 of file AIUpdate.cpp.

◆ executeWaypointQueue()

void AIUpdateInterface::executeWaypointQueue ( void )

start moving along queued waypoints

Start moving along the waypoint path in the queue

Definition at line 1177 of file AIUpdate.cpp.

◆ friend_addToWaypointGoalPath()

void AIUpdateInterface::friend_addToWaypointGoalPath ( const Coord3D * pathPoint)
inline

@ todo – srj sez: JBA NUKE THIS CODE, IT IS EVIL

Definition at line 637 of file AIUpdate.h.

◆ friend_endingMove()

void AIUpdateInterface::friend_endingMove ( void )

This is used by the internal move to state to indicate that a move completed.

Definition at line 2054 of file AIUpdate.cpp.

◆ friend_getCurrentGoalPathIndex()

Int AIUpdateInterface::friend_getCurrentGoalPathIndex ( ) const
inline

Definition at line 646 of file AIUpdate.h.

◆ friend_getGoalPathPosition()

const Coord3D * AIUpdateInterface::friend_getGoalPathPosition ( Int index) const
inline

Definition at line 640 of file AIUpdate.h.

◆ friend_getPath()

Path * AIUpdateInterface::friend_getPath ( )
inline

Definition at line 494 of file AIUpdate.h.

◆ friend_getTurretSync()

WhichTurretType AIUpdateInterface::friend_getTurretSync ( ) const
inline

Definition at line 658 of file AIUpdate.h.

◆ friend_getWaypointGoalPathSize()

Int AIUpdateInterface::friend_getWaypointGoalPathSize ( ) const

Definition at line 5277 of file AIUpdate.cpp.

◆ friend_notifyStateMachineChanged()

void AIUpdateInterface::friend_notifyStateMachineChanged ( )
virtual

Definition at line 999 of file AIUpdate.cpp.

◆ friend_setCurrentGoalPathIndex()

void AIUpdateInterface::friend_setCurrentGoalPathIndex ( Int index)
inline

Definition at line 649 of file AIUpdate.h.

◆ friend_setGoalObject()

void AIUpdateInterface::friend_setGoalObject ( Object * obj)

This is used by the guard tunnel network state to set a target object.

Definition at line 2074 of file AIUpdate.cpp.

◆ friend_setLastCommandSource()

void AIUpdateInterface::friend_setLastCommandSource ( CommandSourceType source)
inline

Definition at line 587 of file AIUpdate.h.

◆ friend_setPath()

void AIUpdateInterface::friend_setPath ( Path * path)

This is used by the jetai to set a specific path.

Definition at line 2064 of file AIUpdate.cpp.

◆ friend_setTurretSync()

void AIUpdateInterface::friend_setTurretSync ( WhichTurretType t)
inline

Definition at line 659 of file AIUpdate.h.

◆ friend_startingMove()

void AIUpdateInterface::friend_startingMove ( void )

This is used by the internal move to state to indicate that a move started.

Definition at line 2042 of file AIUpdate.cpp.

◆ getAiFreeToExit()

virtual AIFreeToExitType AIUpdateInterface::getAiFreeToExit ( const Object * exiter) const
inlinevirtual

Reimplemented in ChinookAIUpdate, DeliverPayloadAIUpdate, and TransportAIUpdate.

Definition at line 337 of file AIUpdate.h.

◆ getAIStateType()

AIStateType AIUpdateInterface::getAIStateType ( ) const

What general state is the AIState Machine in?

Return the current state the AI is in.

Definition at line 4268 of file AIUpdate.cpp.

◆ getAIUpdateInterface()

virtual AIUpdateInterface * AIUpdateInterface::getAIUpdateInterface ( )
inlinevirtual

Reimplemented from BehaviorModule.

Definition at line 303 of file AIUpdate.h.

◆ getAreaToGuard()

virtual const PolygonTrigger * AIUpdateInterface::getAreaToGuard ( void ) const
inlinevirtual

Definition at line 361 of file AIUpdate.h.

◆ getAssaultTransportAIInterface() [1/2]

virtual AssaultTransportAIInterface * AIUpdateInterface::getAssaultTransportAIInterface ( )
inlinevirtual

Reimplemented in AssaultTransportAIUpdate.

Definition at line 320 of file AIUpdate.h.

◆ getAssaultTransportAIInterface() [2/2]

virtual const AssaultTransportAIInterface * AIUpdateInterface::getAssaultTransportAIInterface ( ) const
inlinevirtual

Reimplemented in AssaultTransportAIUpdate.

Definition at line 321 of file AIUpdate.h.

◆ getAttackInfo()

const AttackPriorityInfo * AIUpdateInterface::getAttackInfo ( void )
inline

Definition at line 513 of file AIUpdate.h.

◆ getAttitude()

AttitudeType AIUpdateInterface::getAttitude ( void ) const
protected

get the current behavior modifier state.

Get the current behavior modifier state

Definition at line 4260 of file AIUpdate.cpp.

◆ getBuildingToNotPathAround()

virtual ObjectID AIUpdateInterface::getBuildingToNotPathAround ( ) const
inlinevirtual

Reimplemented in ChinookAIUpdate.

Definition at line 343 of file AIUpdate.h.

◆ getCompletedWaypoint()

const Waypoint * AIUpdateInterface::getCompletedWaypoint ( void ) const
inline

Definition at line 502 of file AIUpdate.h.

◆ getCrateID()

ObjectID AIUpdateInterface::getCrateID ( void ) const
inline

Definition at line 578 of file AIUpdate.h.

◆ getCurLocomotor() [1/2]

Locomotor * AIUpdateInterface::getCurLocomotor ( )
inline

Definition at line 427 of file AIUpdate.h.

◆ getCurLocomotor() [2/2]

const Locomotor * AIUpdateInterface::getCurLocomotor ( ) const
inline

Definition at line 426 of file AIUpdate.h.

◆ getCurLocomotorSetType()

LocomotorSetType AIUpdateInterface::getCurLocomotorSetType ( ) const
inline

Definition at line 428 of file AIUpdate.h.

◆ getCurLocomotorSpeed()

Real AIUpdateInterface::getCurLocomotorSpeed ( ) const

Definition at line 798 of file AIUpdate.cpp.

◆ getCurPathfindCell()

const ICoord2D * AIUpdateInterface::getCurPathfindCell ( void ) const
inline

Definition at line 521 of file AIUpdate.h.

◆ getCurrentStateID()

StateID AIUpdateInterface::getCurrentStateID ( ) const
inline

return the id of the current state of the machine

Definition at line 635 of file AIUpdate.h.

◆ getCurrentStateName()

AsciiString AIUpdateInterface::getCurrentStateName ( void ) const
inline

Definition at line 377 of file AIUpdate.h.

◆ getCurrentVictim()

Object * AIUpdateInterface::getCurrentVictim ( void ) const

Who is our current victim?

Definition at line 4226 of file AIUpdate.cpp.

◆ getCurrentVictimPos()

const Coord3D * AIUpdateInterface::getCurrentVictimPos ( void ) const

Definition at line 4235 of file AIUpdate.cpp.

◆ getCurrentWaypointID()

UnsignedInt AIUpdateInterface::getCurrentWaypointID ( void )
inline

Definition at line 662 of file AIUpdate.h.

◆ getDesiredSpeed()

Real AIUpdateInterface::getDesiredSpeed ( ) const
inline

Definition at line 412 of file AIUpdate.h.

◆ getDisabledTypesToProcess()

virtual DisabledMaskType AIUpdateInterface::getDisabledTypesToProcess ( ) const
inlinevirtual

Implements UpdateModuleInterface.

Definition at line 306 of file AIUpdate.h.

◆ getDozerAIInterface() [1/2]

virtual DozerAIInterface * AIUpdateInterface::getDozerAIInterface ( )
inlinevirtual

Reimplemented in DozerAIUpdate, and WorkerAIUpdate.

Definition at line 309 of file AIUpdate.h.

◆ getDozerAIInterface() [2/2]

virtual const DozerAIInterface * AIUpdateInterface::getDozerAIInterface ( ) const
inlinevirtual

Reimplemented in DozerAIUpdate, and WorkerAIUpdate.

Definition at line 311 of file AIUpdate.h.

◆ getEnterTarget()

Object * AIUpdateInterface::getEnterTarget ( )
virtual

if we are trying to enter something (see enter() above), what is the thing in question? (or null)

Definition at line 4292 of file AIUpdate.cpp.

◆ getGoalObject()

Object * AIUpdateInterface::getGoalObject ( )
inline

return the id of the current state of the machine

Definition at line 655 of file AIUpdate.h.

◆ getGoalPosition()

const Coord3D * AIUpdateInterface::getGoalPosition ( ) const
inline

return the id of the current state of the machine

Definition at line 656 of file AIUpdate.h.

◆ getGroup()

AIGroup * AIUpdateInterface::getGroup ( void )

Definition at line 4989 of file AIUpdate.cpp.

◆ getGuardLocation()

virtual const Coord3D * AIUpdateInterface::getGuardLocation ( void ) const
inlinevirtual

Definition at line 359 of file AIUpdate.h.

◆ getGuardMode()

virtual GuardMode AIUpdateInterface::getGuardMode ( ) const
inlinevirtual

Definition at line 364 of file AIUpdate.h.

◆ getGuardObject()

virtual const ObjectID AIUpdateInterface::getGuardObject ( void ) const
inlinevirtual

Definition at line 360 of file AIUpdate.h.

◆ getGuardTargetType()

virtual GuardTargetType AIUpdateInterface::getGuardTargetType ( ) const
inlinevirtual

Definition at line 362 of file AIUpdate.h.

◆ getHackInternetAIInterface() [1/2]

virtual HackInternetAIInterface * AIUpdateInterface::getHackInternetAIInterface ( )
inlinevirtual

Reimplemented in HackInternetAIUpdate.

Definition at line 318 of file AIUpdate.h.

◆ getHackInternetAIInterface() [2/2]

virtual const HackInternetAIInterface * AIUpdateInterface::getHackInternetAIInterface ( ) const
inlinevirtual

Reimplemented in HackInternetAIUpdate.

Definition at line 319 of file AIUpdate.h.

◆ getIgnoredObstacleID()

ObjectID AIUpdateInterface::getIgnoredObstacleID ( void ) const

Definition at line 4286 of file AIUpdate.cpp.

◆ getJetAIUpdate() [1/2]

virtual JetAIUpdate * AIUpdateInterface::getJetAIUpdate ( )
inlinevirtual

Reimplemented in JetAIUpdate.

Definition at line 322 of file AIUpdate.h.

◆ getJetAIUpdate() [2/2]

virtual const JetAIUpdate * AIUpdateInterface::getJetAIUpdate ( ) const
inlinevirtual

Reimplemented in JetAIUpdate.

Definition at line 323 of file AIUpdate.h.

◆ getLastCommandSource()

virtual CommandSourceType AIUpdateInterface::getLastCommandSource ( ) const
inlinevirtual

Definition at line 511 of file AIUpdate.h.

◆ getLocomotorDistanceToGoal()

Real AIUpdateInterface::getLocomotorDistanceToGoal ( )

Definition at line 2453 of file AIUpdate.cpp.

◆ getLocomotorSet()

const LocomotorSet & AIUpdateInterface::getLocomotorSet ( void ) const
inline

Definition at line 505 of file AIUpdate.h.

◆ getMoodMatrixActionAdjustment()

UnsignedInt AIUpdateInterface::getMoodMatrixActionAdjustment ( MoodMatrixAction action) const

Definition at line 4371 of file AIUpdate.cpp.

◆ getMoodMatrixValue()

UnsignedInt AIUpdateInterface::getMoodMatrixValue ( void ) const

Definition at line 4311 of file AIUpdate.cpp.

◆ getNextMoodCheckTime()

UnsignedInt AIUpdateInterface::getNextMoodCheckTime ( ) const
inline

Definition at line 557 of file AIUpdate.h.

◆ getNextMoodTarget()

Object * AIUpdateInterface::getNextMoodTarget ( Bool calledByAI,
Bool calledDuringIdle )

Return the next object that our mood suggests we should attack.

Definition at line 4495 of file AIUpdate.cpp.

◆ getNumFramesBlocked()

Int AIUpdateInterface::getNumFramesBlocked ( void ) const
inline

Definition at line 478 of file AIUpdate.h.

◆ getPath() [1/2]

Path * AIUpdateInterface::getPath ( void )
inline

return the agent's current path

Definition at line 472 of file AIUpdate.h.

◆ getPath() [2/2]

const Path * AIUpdateInterface::getPath ( void ) const
inline

return the agent's current path

Definition at line 473 of file AIUpdate.h.

◆ getPathAge()

UnsignedInt AIUpdateInterface::getPathAge ( void ) const
inline

return the "age" of the path

Definition at line 475 of file AIUpdate.h.

◆ getPathExtraDistance()

Real AIUpdateInterface::getPathExtraDistance ( ) const
inline

Definition at line 507 of file AIUpdate.h.

◆ getPathfindGoalCell()

const ICoord2D * AIUpdateInterface::getPathfindGoalCell ( void ) const
inline

Definition at line 522 of file AIUpdate.h.

◆ getPriorWaypointID()

UnsignedInt AIUpdateInterface::getPriorWaypointID ( void )
inline

Definition at line 661 of file AIUpdate.h.

◆ getRetryPath()

Bool AIUpdateInterface::getRetryPath ( void )
inline

Definition at line 669 of file AIUpdate.h.

◆ getSneakyTargetingOffset()

virtual Bool AIUpdateInterface::getSneakyTargetingOffset ( Coord3D * offset) const
inlinevirtual

This exists solely to be overridden by children... the idea is that when a unit is targeted by someone else, it asks for an offset to add to its targeting position... if this returns true, the offset should be added to the true target pos. This is primarily for the Aurora Bomber, which uses this technique to make itself "unhittable" when in Supersonic Attack Mode – things still target it, they just aim "behind" it!

Reimplemented in JetAIUpdate.

Definition at line 387 of file AIUpdate.h.

◆ getStateMachine() [1/2]

AIStateMachine * AIUpdateInterface::getStateMachine ( )
inlineprotected

Definition at line 628 of file AIUpdate.h.

◆ getStateMachine() [2/2]

const AIStateMachine * AIUpdateInterface::getStateMachine ( ) const
inlineprotected

Definition at line 629 of file AIUpdate.h.

◆ getSupplyTruckAIInterface() [1/2]

virtual SupplyTruckAIInterface * AIUpdateInterface::getSupplyTruckAIInterface ( )
inlinevirtual

Reimplemented in SupplyTruckAIUpdate, and WorkerAIUpdate.

Definition at line 310 of file AIUpdate.h.

◆ getSupplyTruckAIInterface() [2/2]

virtual const SupplyTruckAIInterface * AIUpdateInterface::getSupplyTruckAIInterface ( ) const
inlinevirtual

Reimplemented in SupplyTruckAIUpdate, and WorkerAIUpdate.

Definition at line 312 of file AIUpdate.h.

◆ getTmpValue()

Int AIUpdateInterface::getTmpValue ( void )
inline

Definition at line 667 of file AIUpdate.h.

◆ getTreatAsAircraftForLocoDistToGoal()

Bool AIUpdateInterface::getTreatAsAircraftForLocoDistToGoal ( ) const
protectedvirtual

Reimplemented in JetAIUpdate.

Definition at line 2436 of file AIUpdate.cpp.

◆ getTurretRotAndPitch()

Bool AIUpdateInterface::getTurretRotAndPitch ( WhichTurretType tur,
Real * turretAngle,
Real * turretPitch ) const

Definition at line 748 of file AIUpdate.cpp.

◆ getTurretTargetObject()

Object * AIUpdateInterface::getTurretTargetObject ( WhichTurretType tur,
Bool clearDeadTargets = TRUE )

Definition at line 673 of file AIUpdate.cpp.

◆ getTurretTurnRate()

Real AIUpdateInterface::getTurretTurnRate ( WhichTurretType tur) const

Definition at line 762 of file AIUpdate.cpp.

◆ getUpdatePhase()

virtual SleepyUpdatePhase AIUpdateInterface::getUpdatePhase ( ) const
inlineprotectedvirtual

Reimplemented from UpdateModule.

Definition at line 604 of file AIUpdate.h.

◆ getWhichTurretForCurWeapon()

WhichTurretType AIUpdateInterface::getWhichTurretForCurWeapon ( ) const

Definition at line 770 of file AIUpdate.cpp.

◆ getWhichTurretForWeaponSlot()

WhichTurretType AIUpdateInterface::getWhichTurretForWeaponSlot ( WeaponSlotType wslot,
Real * turretAngle,
Real * turretPitch = NULL ) const

Definition at line 780 of file AIUpdate.cpp.

◆ getWorkerAIInterface() [1/2]

virtual WorkerAIInterface * AIUpdateInterface::getWorkerAIInterface ( void )
inlinevirtual

Reimplemented in WorkerAIUpdate, and WorkerAIUpdate.

Definition at line 316 of file AIUpdate.h.

◆ getWorkerAIInterface() [2/2]

virtual const WorkerAIInterface * AIUpdateInterface::getWorkerAIInterface ( void ) const
inlinevirtual

Reimplemented in WorkerAIUpdate.

Definition at line 317 of file AIUpdate.h.

◆ hasHigherPathPriority()

Bool AIUpdateInterface::hasHigherPathPriority ( AIUpdateInterface * otherAI) const

Return true if our path has higher priority.

Definition at line 1215 of file AIUpdate.cpp.

◆ hasLocomotorForSurface()

Bool AIUpdateInterface::hasLocomotorForSurface ( LocomotorSurfaceType surfaceType)

Definition at line 5295 of file AIUpdate.cpp.

◆ ignoreObstacle()

void AIUpdateInterface::ignoreObstacle ( const Object * obj)

tell the pathfinder to ignore the given object as an obstacle

Definition at line 4274 of file AIUpdate.cpp.

◆ ignoreObstacleID()

void AIUpdateInterface::ignoreObstacleID ( ObjectID id)

tell the pathfinder to ignore the given object as an obstacle

Definition at line 4280 of file AIUpdate.cpp.

◆ isAiInDeadState()

Bool AIUpdateInterface::isAiInDeadState ( void ) const
inline

return true if we are dead

Definition at line 406 of file AIUpdate.h.

◆ isAircraftThatAdjustsDestination()

Bool AIUpdateInterface::isAircraftThatAdjustsDestination ( void ) const

True if is aircraft that doesn't stack destinations (missles for example do stack destinations.)

Some aircraft (comanche in particular, which hover) shouldn't stack destinations. Others, like missles, should stack destinations. AdjustDestination in pathfinder unstacks destinations, and this routine identifies non-ground units that should unstack.

Definition at line 2412 of file AIUpdate.cpp.

◆ isAllowedToAdjustDestination()

virtual Bool AIUpdateInterface::isAllowedToAdjustDestination ( ) const
inlinevirtual

Reimplemented in ChinookAIUpdate.

Definition at line 340 of file AIUpdate.h.

◆ isAllowedToChase()

Bool AIUpdateInterface::isAllowedToChase ( ) const
inline

Definition at line 672 of file AIUpdate.h.

◆ isAllowedToMoveAwayFromUnit()

virtual Bool AIUpdateInterface::isAllowedToMoveAwayFromUnit ( ) const
inlinevirtual

Reimplemented in JetAIUpdate.

Definition at line 341 of file AIUpdate.h.

◆ isAllowedToRespondToAiCommands()

Bool AIUpdateInterface::isAllowedToRespondToAiCommands ( const AICommandParms * parms) const
protectedvirtual

Reimplemented in DeliverPayloadAIUpdate.

Definition at line 2596 of file AIUpdate.cpp.

◆ isAttacking()

Bool AIUpdateInterface::isAttacking ( ) const
virtual

Definition at line 3130 of file AIUpdate.cpp.

◆ isAttackPath()

Bool AIUpdateInterface::isAttackPath ( void ) const
inline

True if we have a path to an attack location.

Definition at line 470 of file AIUpdate.h.

◆ isBlockedAndStuck()

Bool AIUpdateInterface::isBlockedAndStuck ( void ) const
inline

Definition at line 479 of file AIUpdate.h.

◆ isBusy()

Bool AIUpdateInterface::isBusy ( ) const
virtual

Definition at line 3138 of file AIUpdate.cpp.

◆ isClearingMines()

Bool AIUpdateInterface::isClearingMines ( ) const
virtual

Definition at line 3144 of file AIUpdate.cpp.

◆ isDoingGroundMovement()

Bool AIUpdateInterface::isDoingGroundMovement ( void ) const
virtual

True if moving along ground.

Reimplemented in JetAIUpdate.

Definition at line 2363 of file AIUpdate.cpp.

◆ isIdle()

Bool AIUpdateInterface::isIdle ( ) const
virtual

◆ isMoving()

Bool AIUpdateInterface::isMoving ( ) const

Is this moving out of the way of another unit.

Definition at line 3193 of file AIUpdate.cpp.

◆ isMovingAwayFrom()

Bool AIUpdateInterface::isMovingAwayFrom ( Object * obj) const

Is this moving out of the way of another unit.

Definition at line 3180 of file AIUpdate.cpp.

◆ isPathAvailable()

Bool AIUpdateInterface::isPathAvailable ( const Coord3D * destination) const

does a path exist between us and the destination

Is there a path at all that exists from us to the destination location

Definition at line 2087 of file AIUpdate.cpp.

◆ isQuickPathAvailable()

Bool AIUpdateInterface::isQuickPathAvailable ( const Coord3D * destination) const

does a path (using quick pathfind) exist between us and the destination

Is there a path (computed using the less accurate but quick method ) at all that exists from us to the destination location

Definition at line 2104 of file AIUpdate.cpp.

◆ isRecruitable()

Bool AIUpdateInterface::isRecruitable ( void ) const
inline

Definition at line 409 of file AIUpdate.h.

◆ isTaxiingToParking()

virtual Bool AIUpdateInterface::isTaxiingToParking ( ) const
inlinevirtual

Reimplemented in JetAIUpdate.

Definition at line 349 of file AIUpdate.h.

◆ isTemporarilyPreventingAimSuccess()

virtual Bool AIUpdateInterface::isTemporarilyPreventingAimSuccess ( ) const
inlinevirtual

Reimplemented in JetAIUpdate.

Definition at line 393 of file AIUpdate.h.

◆ isTurretEnabled()

Bool AIUpdateInterface::isTurretEnabled ( WhichTurretType tur) const

Definition at line 715 of file AIUpdate.cpp.

◆ isTurretInNaturalPosition()

Bool AIUpdateInterface::isTurretInNaturalPosition ( WhichTurretType tur) const

Definition at line 725 of file AIUpdate.cpp.

◆ isValidLocomotorPosition()

Bool AIUpdateInterface::isValidLocomotorPosition ( const Coord3D * pos) const

Definition at line 2121 of file AIUpdate.cpp.

◆ isWaitingForPath()

Bool AIUpdateInterface::isWaitingForPath ( void ) const
inline

Definition at line 469 of file AIUpdate.h.

◆ isWeaponSlotOnTurretAndAimingAtTarget()

Bool AIUpdateInterface::isWeaponSlotOnTurretAndAimingAtTarget ( WeaponSlotType wslot,
const Object * victim ) const

return true iff the weapon is on a turret, that turret is trying to aim at the victim, BUT is not yet pointing in the right dir.

Definition at line 735 of file AIUpdate.cpp.

◆ joinTeam()

void AIUpdateInterface::joinTeam ( void )
virtual

This unit just got added to a team & needs to catch up.

Catch up with the rest of the team.

Definition at line 2540 of file AIUpdate.cpp.

◆ makeStateMachine()

AIStateMachine * AIUpdateInterface::makeStateMachine ( )
protectedvirtual

◆ markAsDead()

void AIUpdateInterface::markAsDead ( void )

Definition at line 1200 of file AIUpdate.cpp.

◆ needToRotate()

Bool AIUpdateInterface::needToRotate ( void )
protected

Returns true if we are not pointing in the right direction for movement.

Definition at line 1404 of file AIUpdate.cpp.

◆ notifyCrate()

void AIUpdateInterface::notifyCrate ( ObjectID id)
inline

Definition at line 577 of file AIUpdate.h.

◆ notifyVictimIsDead()

virtual void AIUpdateInterface::notifyVictimIsDead ( )
inlinevirtual

Reimplemented in JetAIUpdate.

Definition at line 535 of file AIUpdate.h.

◆ onObjectCreated()

void AIUpdateInterface::onObjectCreated ( void )
virtual

this is called after all the Modules for a given Thing are created; it allows Modules to resolve any inter-Module dependencies.

Reimplemented from Module.

Reimplemented in JetAIUpdate.

Definition at line 627 of file AIUpdate.cpp.

◆ privateAttackArea()

void AIUpdateInterface::privateAttackArea ( const PolygonTrigger * areaToGuard,
CommandSourceType cmdSource )
protectedvirtual

guard the given area

Begin "seek and destroy"

Definition at line 3658 of file AIUpdate.cpp.

◆ privateAttackFollowWaypointPath()

void AIUpdateInterface::privateAttackFollowWaypointPath ( const Waypoint * way,
Int maxShotsToFire,
Bool asTeam,
CommandSourceType cmdSource )
protectedvirtual

attack move along the following waypoint path, potentially as a team

Attack move down a given waypoint path. If asTeam is TRUE, do so as a team.

Definition at line 3608 of file AIUpdate.cpp.

◆ privateAttackMoveToPosition()

void AIUpdateInterface::privateAttackMoveToPosition ( const Coord3D * pos,
Int maxShotsToFire,
CommandSourceType cmdSource )
protectedvirtual

attack move to the given location

Attack move to the given location

Definition at line 3582 of file AIUpdate.cpp.

◆ privateAttackObject()

void AIUpdateInterface::privateAttackObject ( Object * victim,
Int maxShotsToFire,
CommandSourceType cmdSource )
protectedvirtual

attack given object

Attack given object

Reimplemented in ChinookAIUpdate, and TransportAIUpdate.

Definition at line 3419 of file AIUpdate.cpp.

◆ privateAttackPosition()

void AIUpdateInterface::privateAttackPosition ( const Coord3D * pos,
Int maxShotsToFire,
CommandSourceType cmdSource )
protectedvirtual

attack given spot

Attack given spot

Reimplemented in ChinookAIUpdate, and TransportAIUpdate.

Definition at line 3508 of file AIUpdate.cpp.

◆ privateAttackTeam()

void AIUpdateInterface::privateAttackTeam ( const Team * team,
Int maxShotsToFire,
CommandSourceType cmdSource )
protectedvirtual

attack the given team

Attack the given team

Definition at line 3485 of file AIUpdate.cpp.

◆ privateBusy()

void AIUpdateInterface::privateBusy ( CommandSourceType cmdSource)
protectedvirtual

Transition to the busy state.

Busy

Definition at line 4026 of file AIUpdate.cpp.

◆ privateCombatDrop()

void AIUpdateInterface::privateCombatDrop ( Object * target,
const Coord3D & pos,
CommandSourceType cmdSource )
protectedvirtual

Reimplemented in ChinookAIUpdate.

Definition at line 3804 of file AIUpdate.cpp.

◆ privateCommandButton()

void AIUpdateInterface::privateCommandButton ( const CommandButton * commandButton,
CommandSourceType cmdSource )
protectedvirtual

Definition at line 4819 of file AIUpdate.cpp.

◆ privateCommandButtonObject()

void AIUpdateInterface::privateCommandButtonObject ( const CommandButton * commandButton,
Object * obj,
CommandSourceType cmdSource )
protectedvirtual

Definition at line 4928 of file AIUpdate.cpp.

◆ privateCommandButtonPosition()

void AIUpdateInterface::privateCommandButtonPosition ( const CommandButton * commandButton,
const Coord3D * pos,
CommandSourceType cmdSource )
protectedvirtual

Definition at line 4874 of file AIUpdate.cpp.

◆ privateDock()

void AIUpdateInterface::privateDock ( Object * obj,
CommandSourceType cmdSource )
protectedvirtual

get near given object and wait for enter clearance

Dock with the given object

Reimplemented in SupplyTruckAIUpdate, and WorkerAIUpdate.

Definition at line 3792 of file AIUpdate.cpp.

◆ privateEnter()

void AIUpdateInterface::privateEnter ( Object * obj,
CommandSourceType cmdSource )
protectedvirtual

enter the given object

Enter the given object

Reimplemented in JetAIUpdate.

Definition at line 3767 of file AIUpdate.cpp.

◆ privateEvacuate()

void AIUpdateInterface::privateEvacuate ( Int exposeStealthUnits,
CommandSourceType cmdSource )
protectedvirtual

empty its contents

Empty its contents

Reimplemented in RailedTransportAIUpdate.

Definition at line 3894 of file AIUpdate.cpp.

◆ privateEvacuateInstantly()

void AIUpdateInterface::privateEvacuateInstantly ( Int exposeStealthUnits,
CommandSourceType cmdSource )
protectedvirtual

empty its contents this frame

Empty its contents this frame

Definition at line 3916 of file AIUpdate.cpp.

◆ privateExecuteRailedTransport()

void AIUpdateInterface::privateExecuteRailedTransport ( CommandSourceType cmdSource)
protectedvirtual

execute next leg in railed transport sequence

Reimplemented in RailedTransportAIUpdate.

Definition at line 3935 of file AIUpdate.cpp.

◆ privateExit()

void AIUpdateInterface::privateExit ( Object * objectToExit,
CommandSourceType cmdSource )
protectedvirtual

get out of this Object

Get out of whatever it is inside of

Definition at line 3817 of file AIUpdate.cpp.

◆ privateExitInstantly()

void AIUpdateInterface::privateExitInstantly ( Object * objectToExit,
CommandSourceType cmdSource )
protectedvirtual

get out of this Object this frame

Get out of whatever it is inside of this frame

Definition at line 3846 of file AIUpdate.cpp.

◆ privateFaceObject()

void AIUpdateInterface::privateFaceObject ( Object * target,
CommandSourceType cmdSource )
protectedvirtual

Definition at line 2954 of file AIUpdate.cpp.

◆ privateFacePosition()

void AIUpdateInterface::privateFacePosition ( const Coord3D * pos,
CommandSourceType cmdSource )
protectedvirtual

Definition at line 2979 of file AIUpdate.cpp.

◆ privateFollowPath()

void AIUpdateInterface::privateFollowPath ( const std::vector< Coord3D > * path,
Object * ignoreObject,
CommandSourceType cmdSource,
Bool exitProduction )
protectedvirtual

follow the path defined by the given array of points

Follow the path defined by the given array of points

Reimplemented in JetAIUpdate.

Definition at line 3383 of file AIUpdate.cpp.

◆ privateFollowPathAppend()

void AIUpdateInterface::privateFollowPathAppend ( const Coord3D * pos,
CommandSourceType cmdSource )
protectedvirtual

Reimplemented in JetAIUpdate.

Definition at line 3351 of file AIUpdate.cpp.

◆ privateFollowWaypointPath()

void AIUpdateInterface::privateFollowWaypointPath ( const Waypoint * way,
CommandSourceType cmdSource )
protectedvirtual

start following the path from the given point

Start following the path from the given point

Definition at line 3270 of file AIUpdate.cpp.

◆ privateFollowWaypointPathAsTeam()

void AIUpdateInterface::privateFollowWaypointPathAsTeam ( const Waypoint * way,
CommandSourceType cmdSource )
protectedvirtual

start following the path from the given point

Start following the path from the given point

Definition at line 3312 of file AIUpdate.cpp.

◆ privateFollowWaypointPathAsTeamExact()

void AIUpdateInterface::privateFollowWaypointPathAsTeamExact ( const Waypoint * way,
CommandSourceType cmdSource )
protectedvirtual

start following the path from the given point

Start following the path from the given point

Definition at line 3333 of file AIUpdate.cpp.

◆ privateFollowWaypointPathExact()

void AIUpdateInterface::privateFollowWaypointPathExact ( const Waypoint * way,
CommandSourceType cmdSource )
protectedvirtual

start following the path from the given point

Start following the path from the given point

Definition at line 3291 of file AIUpdate.cpp.

◆ privateForceAttackObject()

void AIUpdateInterface::privateForceAttackObject ( Object * victim,
Int maxShotsToFire,
CommandSourceType cmdSource )
protectedvirtual

attack given object

Reimplemented in ChinookAIUpdate, and TransportAIUpdate.

Definition at line 3445 of file AIUpdate.cpp.

◆ privateGetHealed()

void AIUpdateInterface::privateGetHealed ( Object * healDepot,
CommandSourceType cmdSource )
protectedvirtual

get healed at heal depot

Get healed at the heal depot

Definition at line 3735 of file AIUpdate.cpp.

◆ privateGetRepaired()

void AIUpdateInterface::privateGetRepaired ( Object * repairDepot,
CommandSourceType cmdSource )
protectedvirtual

get repaired at repair depot

Get repaired at the repair depot

Reimplemented in ChinookAIUpdate, and JetAIUpdate.

Definition at line 3751 of file AIUpdate.cpp.

◆ privateGoProne()

void AIUpdateInterface::privateGoProne ( const DamageInfo * damageInfo,
CommandSourceType cmdSource )
protectedvirtual

life altering state change, if this AI can do it

< life altering state change, if this AI can do it

Definition at line 3944 of file AIUpdate.cpp.

◆ privateGuardArea()

void AIUpdateInterface::privateGuardArea ( const PolygonTrigger * areaToGuard,
GuardMode guardMode,
CommandSourceType cmdSource )
protectedvirtual

guard the given area

Guard the given spot

Definition at line 4118 of file AIUpdate.cpp.

◆ privateGuardObject()

void AIUpdateInterface::privateGuardObject ( Object * objectToGuard,
GuardMode guardMode,
CommandSourceType cmdSource )
protectedvirtual

guard the given object

Guard the given spot

Definition at line 4092 of file AIUpdate.cpp.

◆ privateGuardPosition()

void AIUpdateInterface::privateGuardPosition ( const Coord3D * pos,
GuardMode guardMode,
CommandSourceType cmdSource )
protectedvirtual

guard the given spot

Guard the given spot

Definition at line 4038 of file AIUpdate.cpp.

◆ privateGuardRetaliate()

void AIUpdateInterface::privateGuardRetaliate ( Object * victim,
const Coord3D * pos,
Int maxShotsToFire,
CommandSourceType cmdSource )
protectedvirtual

retaliate and attack attacker – but with guard restrictions

Definition at line 3463 of file AIUpdate.cpp.

◆ privateGuardTunnelNetwork()

void AIUpdateInterface::privateGuardTunnelNetwork ( GuardMode guardMode,
CommandSourceType cmdSource )
protectedvirtual

guard the given spot

Guard the given spot

Definition at line 4072 of file AIUpdate.cpp.

◆ privateHackInternet()

void AIUpdateInterface::privateHackInternet ( CommandSourceType cmdSource)
protectedvirtual

Hack money from the heavens (free money)

Definition at line 4144 of file AIUpdate.cpp.

◆ privateHunt()

void AIUpdateInterface::privateHunt ( CommandSourceType cmdSource)
protectedvirtual

begin "seek and destroy"

Begin "seek and destroy"

Definition at line 3635 of file AIUpdate.cpp.

◆ privateIdle()

void AIUpdateInterface::privateIdle ( CommandSourceType cmdSource)
protectedvirtual

Enter idle state.

Enter idle state.

Reimplemented in ChinookAIUpdate, SupplyTruckAIUpdate, and WorkerAIUpdate.

Definition at line 3091 of file AIUpdate.cpp.

◆ privateMoveAwayFromUnit()

void AIUpdateInterface::privateMoveAwayFromUnit ( Object * unit,
CommandSourceType cmdSource )
protectedvirtual

Move out of the way of a unit.

Move out of the way of another unit.

Definition at line 3211 of file AIUpdate.cpp.

◆ privateMoveToAndEvacuate()

void AIUpdateInterface::privateMoveToAndEvacuate ( const Coord3D * pos,
CommandSourceType cmdSource )
protectedvirtual

move to given position(s)

Move to given position(s) If transportExits, transport returns and deletes itself.

Definition at line 3030 of file AIUpdate.cpp.

◆ privateMoveToAndEvacuateAndExit()

void AIUpdateInterface::privateMoveToAndEvacuateAndExit ( const Coord3D * pos,
CommandSourceType cmdSource )
protectedvirtual

move to given position & unload transport.

Move to given position(s) If transportExits, transport returns and deletes itself.

Definition at line 3056 of file AIUpdate.cpp.

◆ privateMoveToObject()

void AIUpdateInterface::privateMoveToObject ( Object * obj,
CommandSourceType cmdSource )
protectedvirtual

move to given object

Move to given object

Definition at line 2926 of file AIUpdate.cpp.

◆ privateMoveToPosition()

void AIUpdateInterface::privateMoveToPosition ( const Coord3D * pos,
CommandSourceType cmdSource )
protectedvirtual

move to given position(s) tightening the formation.

Move to given position(s)

Definition at line 2888 of file AIUpdate.cpp.

◆ privatePanic()

void AIUpdateInterface::privatePanic ( const Waypoint * way,
CommandSourceType cmdSource )
protectedvirtual

Run screaming down the waypoint path.

Panic

Definition at line 4003 of file AIUpdate.cpp.

◆ privateRappelInto()

void AIUpdateInterface::privateRappelInto ( Object * target,
const Coord3D & pos,
CommandSourceType cmdSource )
protectedvirtual

Definition at line 3005 of file AIUpdate.cpp.

◆ privateRepair()

void AIUpdateInterface::privateRepair ( Object * obj,
CommandSourceType cmdSource )
protectedvirtual

repair the given object

Repair the given object

Reimplemented in DozerAIUpdate, and WorkerAIUpdate.

Definition at line 3683 of file AIUpdate.cpp.

◆ privateResumeConstruction()

void AIUpdateInterface::privateResumeConstruction ( Object * obj,
CommandSourceType cmdSource )
protectedvirtual

resume construction of object

Resume construction of object

Reimplemented in DozerAIUpdate, and WorkerAIUpdate.

Definition at line 3723 of file AIUpdate.cpp.

◆ privateTightenToPosition()

void AIUpdateInterface::privateTightenToPosition ( const Coord3D * pos,
CommandSourceType cmdSource )
protectedvirtual

move to given position(s) tightening the formation.

Take the shortest path towards pos in order to tighten up a formation

Definition at line 3166 of file AIUpdate.cpp.

◆ privateWander()

void AIUpdateInterface::privateWander ( const Waypoint * way,
CommandSourceType cmdSource )
protectedvirtual

Wander around the waypoint path.

Wander around

Definition at line 3958 of file AIUpdate.cpp.

◆ privateWanderInPlace()

void AIUpdateInterface::privateWanderInPlace ( CommandSourceType cmdSource)
protectedvirtual

Wander around the current position.

Wander around

Definition at line 3981 of file AIUpdate.cpp.

◆ processCollision()

Bool AIUpdateInterface::processCollision ( PhysicsBehavior * physics,
Object * other )
virtual

Returns true if the physics collide should apply the force. Normally not. jba.

Reimplemented in MissileAIUpdate.

Definition at line 1434 of file AIUpdate.cpp.

◆ queueWaypoint()

Bool AIUpdateInterface::queueWaypoint ( const Coord3D * pos)

add waypoint to end of move list. return true if success, false if queue was full and those the waypoint not added

Append waypoint to queue for later movement

Definition at line 1163 of file AIUpdate.cpp.

◆ recenterTurret()

void AIUpdateInterface::recenterTurret ( WhichTurretType tur)

Definition at line 706 of file AIUpdate.cpp.

◆ requestApproachPath()

void AIUpdateInterface::requestApproachPath ( Coord3D * destination)

computes path to attack the current target, returns false if no path

Definition at line 549 of file AIUpdate.cpp.

◆ requestAttackPath()

void AIUpdateInterface::requestAttackPath ( ObjectID victimID,
const Coord3D * victimPos )

computes path to attack the current target, returns false if no path

Definition at line 526 of file AIUpdate.cpp.

◆ requestPath()

void AIUpdateInterface::requestPath ( Coord3D * destination,
Bool isGoalDestination )

Queues a request to pathfind to destination.

Definition at line 485 of file AIUpdate.cpp.

◆ requestSafePath()

void AIUpdateInterface::requestSafePath ( ObjectID repulsor1)

computes path to attack the current target, returns false if no path

Definition at line 573 of file AIUpdate.cpp.

◆ resetNextMoodCheckTime()

void AIUpdateInterface::resetNextMoodCheckTime ( void )

Reset when we should next look for a target. Usually called by *Idle::onEnter

Definition at line 4467 of file AIUpdate.cpp.

◆ setAllowedToChase()

void AIUpdateInterface::setAllowedToChase ( Bool allow)
inline

Definition at line 671 of file AIUpdate.h.

◆ setAttackInfo()

void AIUpdateInterface::setAttackInfo ( const AttackPriorityInfo * info)
inline

Definition at line 514 of file AIUpdate.h.

◆ setAttitude()

void AIUpdateInterface::setAttitude ( AttitudeType tude)

set the behavior modifier for this agent

Set the behavior modifier for this agent

Definition at line 4252 of file AIUpdate.cpp.

◆ setCanPathThroughUnits()

void AIUpdateInterface::setCanPathThroughUnits ( Bool canPath)
inline

Definition at line 574 of file AIUpdate.h.

◆ setCompletedWaypoint()

void AIUpdateInterface::setCompletedWaypoint ( const Waypoint * pWay)
inline

Definition at line 503 of file AIUpdate.h.

◆ setCurPathfindCell()

void AIUpdateInterface::setCurPathfindCell ( const ICoord2D & cell)
inline

Definition at line 516 of file AIUpdate.h.

◆ setCurrentVictim()

void AIUpdateInterface::setCurrentVictim ( const Object * victim)

Current victim.

Indicate who we are attacking.

Definition at line 4193 of file AIUpdate.cpp.

◆ setCurrentWaypointID()

void AIUpdateInterface::setCurrentWaypointID ( UnsignedInt id)
inline

Definition at line 397 of file AIUpdate.h.

◆ setDesiredSpeed()

void AIUpdateInterface::setDesiredSpeed ( Real speed)
inline

how fast we want to go

Definition at line 413 of file AIUpdate.h.

◆ setFinalPosition()

void AIUpdateInterface::setFinalPosition ( const Coord3D * pos)
inline

Definition at line 526 of file AIUpdate.h.

◆ setGoalPositionClipped()

void AIUpdateInterface::setGoalPositionClipped ( const Coord3D * in,
CommandSourceType cmdSource )
protected

Definition at line 357 of file AIUpdate.cpp.

◆ setIgnoreCollisionTime()

void AIUpdateInterface::setIgnoreCollisionTime ( Int frames)
inline

Definition at line 581 of file AIUpdate.h.

◆ setIsRecruitable()

void AIUpdateInterface::setIsRecruitable ( Bool isRecruitable)
inline

Definition at line 410 of file AIUpdate.h.

◆ setLastCommandSource()

void AIUpdateInterface::setLastCommandSource ( CommandSourceType source)
protected

Definition at line 4305 of file AIUpdate.cpp.

◆ setLocomotorGoalNone()

void AIUpdateInterface::setLocomotorGoalNone ( )
virtual

Reimplemented in JetAIUpdate.

Definition at line 2357 of file AIUpdate.cpp.

◆ setLocomotorGoalOrientation()

void AIUpdateInterface::setLocomotorGoalOrientation ( Real angle)
virtual

Definition at line 2344 of file AIUpdate.cpp.

◆ setLocomotorGoalPositionExplicit()

void AIUpdateInterface::setLocomotorGoalPositionExplicit ( const Coord3D & newPos)
virtual

Definition at line 2331 of file AIUpdate.cpp.

◆ setLocomotorGoalPositionOnPath()

void AIUpdateInterface::setLocomotorGoalPositionOnPath ( )
virtual

Definition at line 2324 of file AIUpdate.cpp.

◆ setLocomotorUpgrade()

void AIUpdateInterface::setLocomotorUpgrade ( Bool set)

Definition at line 808 of file AIUpdate.cpp.

◆ setNextMoodCheckTime()

void AIUpdateInterface::setNextMoodCheckTime ( UnsignedInt frame)

States should call this with calledByAI set true to prevent them from checking every frame States that are doing idle checks should call with calledDuringIdle set true so that they check their

Definition at line 4475 of file AIUpdate.cpp.

◆ setPathExtraDistance()

void AIUpdateInterface::setPathExtraDistance ( Real dist)
inline

Definition at line 506 of file AIUpdate.h.

◆ setPathfindGoalCell()

void AIUpdateInterface::setPathfindGoalCell ( const ICoord2D & cell)
inline

Definition at line 517 of file AIUpdate.h.

◆ setPathFromWaypoint()

void AIUpdateInterface::setPathFromWaypoint ( const Waypoint * way,
const Coord2D * offset )

Definition at line 598 of file AIUpdate.cpp.

◆ setPriorWaypointID()

void AIUpdateInterface::setPriorWaypointID ( UnsignedInt id)
inline

Definition at line 396 of file AIUpdate.h.

◆ setQueueForPathTime()

void AIUpdateInterface::setQueueForPathTime ( Int frames)

Definition at line 960 of file AIUpdate.cpp.

◆ setTmpValue()

void AIUpdateInterface::setTmpValue ( Int val)
inline

Definition at line 666 of file AIUpdate.h.

◆ setTurretEnabled()

void AIUpdateInterface::setTurretEnabled ( WhichTurretType tur,
Bool enabled )

Definition at line 697 of file AIUpdate.cpp.

◆ setTurretTargetObject()

void AIUpdateInterface::setTurretTargetObject ( WhichTurretType tur,
Object * o,
Bool isForceAttacking = FALSE )

Definition at line 664 of file AIUpdate.cpp.

◆ setTurretTargetPosition()

void AIUpdateInterface::setTurretTargetPosition ( WhichTurretType tur,
const Coord3D * pos )

Definition at line 688 of file AIUpdate.cpp.

◆ transferAttack()

void AIUpdateInterface::transferAttack ( ObjectID fromID,
ObjectID toID )

if we are attacking "fromID", stop that and attack "toID" instead

Definition at line 4166 of file AIUpdate.cpp.

◆ update()

UpdateSleepTime AIUpdateInterface::update ( void )
virtual

update this object's AI

The "main loop" of the AI subsystem

Todo
Yikes! If we are not interruptable, and we die, what do we do? (MSB)

Implements UpdateModule.

Reimplemented in AssaultTransportAIUpdate, ChinookAIUpdate, DeliverPayloadAIUpdate, DeployStyleAIUpdate, DozerAIUpdate, FlightDeckBehavior, HackInternetAIUpdate, MissileAIUpdate, RailedTransportAIUpdate, SupplyTruckAIUpdate, and WorkerAIUpdate.

Definition at line 1009 of file AIUpdate.cpp.

◆ wakeUpAndAttemptToTarget()

void AIUpdateInterface::wakeUpAndAttemptToTarget ( void )

Definition at line 4452 of file AIUpdate.cpp.

◆ wakeUpNow()

void AIUpdateInterface::wakeUpNow ( )
protected

Definition at line 980 of file AIUpdate.cpp.


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