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| | TeamPrototype (TeamFactory *tf, const AsciiString &name, Player *ownerPlayer, Bool isSingleton, Dict *d, TeamPrototypeID id) |
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| TeamPrototypeID | getID () const |
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| const AsciiString & | getName () const |
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| Bool | getIsSingleton () const |
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| const TeamTemplateInfo * | getTemplateInfo (void) const |
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| Player * | getControllingPlayer () const |
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| Team * | findTeamByID (TeamID teamID) |
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| void | setControllingPlayer (Player *newController) |
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| Bool | evaluateProductionCondition (void) |
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| void | countObjectsByThingTemplate (Int numTmplates, const ThingTemplate *const *things, Bool ignoreDead, Int *counts, Bool ignoreUnderConstruction=TRUE) const |
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| Int | countBuildings (void) |
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| Int | countObjects (KindOfMaskType setMask, KindOfMaskType clearMask) |
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| void | healAllObjects () |
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| void | iterateObjects (ObjectIterateFunc func, void *userData) |
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| Int | countTeamInstances (void) |
| | count the number of teams that have been instanced by this prototype
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| void | updateState (void) |
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| Bool | hasAnyBuildings (void) const |
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| Bool | hasAnyBuildings (KindOfMaskType kindOf) const |
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| Bool | hasAnyUnits (void) const |
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| Bool | hasAnyObjects (void) const |
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| Bool | hasAnyBuildFacility (void) const |
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| void | damageTeamMembers (Real amount) |
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| void | moveTeamTo (Coord3D destination) |
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| void | friend_setOwningPlayer (Player *p) |
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| void | teamAboutToBeDeleted (Team *team) |
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| Script * | getGenericScript (Int scriptToRetrieve) |
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| void | increaseAIPriorityForSuccess (void) const |
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| void | decreaseAIPriorityForFailure (void) const |
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| void | setAttackPriorityName (const AsciiString &name) |
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| AsciiString | getAttackPriorityName (void) const |
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| void | deleteInstance () |
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| | Snapshot (void) |
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| | ~Snapshot (void) |
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Note that TeamPrototype is used to hold information that is invariant between multiple instances of a given Team (e.g., alliance info).
However, a TeamPrototype doesn't contain any build-list style info; that is handled by the BuildList stuff.
Definition at line 516 of file Team.h.