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simulation
Class AStarGoalBase

   in AStarEngine.h
Direct Known Subclasses:
AStarGoalLowLevel

class AStarGoalBase

An A* goal consists of a destination tile and a radius within which a unit must get to the destination. The radius is necessary because for actions on a target unit, like attacking or building, the destination tile is obstructed by that unit and what we really want is not to get to that tile but to get close enough to perform our action.


Constructor Summary
AStarGoalBase()
          
 
Method Summary
 virtual float DistanceToGoal( const CVector2D& )= 0
          
 virtual CVector2D GetCoord( const CVector2D& )= 0
          
 virtual std::vector< CVector2D > GetNeighbors( const CVector2D&, HEntity entity )= 0
          
 virtual float GetRadius()= 0
          
 virtual CVector2D GetTile( const CVector2D& )= 0
          
 virtual float GetTileCost( const CVector2D&, const CVector2D& )= 0
          
 virtual bool IsAtGoal( const CVector2D& )= 0
          
 virtual bool IsPassable( const CVector2D&, HEntity entity )= 0
          
 virtual void SetDestination( const CVector2D& )= 0
          
 virtual void SetRadius( float r )= 0
          
 

Constructor Detail

AStarGoalBase

public AStarGoalBase();


Method Detail

DistanceToGoal

public virtual float DistanceToGoal( const CVector2D& )= 0;

GetCoord

public virtual CVector2D GetCoord( const CVector2D& )= 0;

GetNeighbors

public virtual std::vector< CVector2D > GetNeighbors( const CVector2D&, HEntity entity )= 0;

GetRadius

public virtual float GetRadius()= 0;

GetTile

public virtual CVector2D GetTile( const CVector2D& )= 0;

GetTileCost

public virtual float GetTileCost( const CVector2D&, const CVector2D& )= 0;

IsAtGoal

public virtual bool IsAtGoal( const CVector2D& )= 0;

IsPassable

public virtual bool IsPassable( const CVector2D&, HEntity entity )= 0;

SetDestination

public virtual void SetDestination( const CVector2D& )= 0;

SetRadius

public virtual void SetRadius( float r )= 0;

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Generated on September 04, 2007 at 18:13
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