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| virtual Path * | findPath (Object *obj, const LocomotorSet &locomotorSet, const Coord3D *from, const Coord3D *to)=0 |
| | Find a short, valid path between given locations.
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| virtual Path * | findClosestPath (Object *obj, const LocomotorSet &locomotorSet, const Coord3D *from, Coord3D *to, Bool blocked, Real pathCostMultiplier, Bool moveAllies)=0 |
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| virtual Path * | findAttackPath (const Object *obj, const LocomotorSet &locomotorSet, const Coord3D *from, const Object *victim, const Coord3D *victimPos, const Weapon *weapon)=0 |
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| virtual Path * | patchPath (const Object *obj, const LocomotorSet &locomotorSet, Path *originalPath, Bool blocked)=0 |
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| virtual Path * | findSafePath (const Object *obj, const LocomotorSet &locomotorSet, const Coord3D *from, const Coord3D *repulsorPos1, const Coord3D *repulsorPos2, Real repulsorRadius)=0 |
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The pathfinding services interface provides access to the 3 expensive path find calls: findPath, findClosestPath, and findAttackPath. It is only available to units when their ai interface doPathfind method is called. This allows the pathfinder to spread out the pathfinding over a number of frames when a lot of units are trying to pathfind all at the same time.
Definition at line 564 of file AIPathfind.h.