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simulation
Class CEntityFormation

   in EntityFormation.h
   in EntityFormation.cpp

class CEntityFormation


Field Summary
private std::vector< bool > m_angleDivs
          
private std::vector< float > m_angleVals
          
private CFormation* m_base
          
private bool m_duplication
          
private std::vector< CEntity* > m_entities
          
private int m_index
          
private bool m_locked
          
private int m_numEntities
          
private float m_orientation
          
private CVector2D m_position
          
private CFormation* m_self
          
private float m_speed
          
 
Constructor Summary
CEntityFormation( CFormation*& base, size_t index )
          
~CEntityFormation()
          
 
Method Summary
private bool AddUnit( CEntity* entity )
          
 void BaseToMovement()
          
 CFormation* GetBase()
          
 int GetEntityCount()
          
 CEntityList GetEntityList()
          
 CVector2D GetPosition()
          
 int GetSlotCount()
          
 CVector2D GetSlotPosition( int order )
          
 float GetSpeed()
          
private bool IsBetterUnit( int order, CEntity* entity )
          
 inline bool IsDuplication()
          
 inline bool IsLocked()
          
private bool IsSlotAppropriate( int order, CEntity* entity )
          
 inline bool IsValidOrder( int order )
          
private void RemoveUnit( CEntity* entity )
          
private void ResetAllEntities()
          
private void ResetAngleDivs()
          
private void ResetIndex( size_t index )
          
 void SelectAllUnits()
          
 inline void SetDuplication( bool duplicate )
          
 inline void SetLock( bool lock )
          
private void SwitchBase( CFormation*& base )
          
private void UpdateFormation()
          
 

Field Detail

m_angleDivs

private std::vector< bool > m_angleDivs;

m_angleVals

private std::vector< float > m_angleVals;

m_base

private CFormation* m_base;

m_duplication

private bool m_duplication;

m_entities

private std::vector< CEntity* > m_entities;

m_index

private int m_index;

m_locked

private bool m_locked;

m_numEntities

private int m_numEntities;

m_orientation

private float m_orientation;

m_position

private CVector2D m_position;

m_self

private CFormation* m_self;

m_speed

private float m_speed;


Constructor Detail

CEntityFormation

public CEntityFormation( CFormation*& base, size_t index );

~CEntityFormation

public ~CEntityFormation();


Method Detail

AddUnit

private bool AddUnit( CEntity* entity );

BaseToMovement

public void BaseToMovement();

GetBase

public CFormation* GetBase();

GetEntityCount

public int GetEntityCount();

GetEntityList

public CEntityList GetEntityList();

GetPosition

public CVector2D GetPosition();

GetSlotCount

public int GetSlotCount();

GetSlotPosition

public CVector2D GetSlotPosition( int order );

GetSpeed

public float GetSpeed();

IsBetterUnit

private bool IsBetterUnit( int order, CEntity* entity );

IsDuplication

public inline bool IsDuplication();

IsLocked

public inline bool IsLocked();

IsSlotAppropriate

private bool IsSlotAppropriate( int order, CEntity* entity );

IsValidOrder

public inline bool IsValidOrder( int order );

RemoveUnit

private void RemoveUnit( CEntity* entity );

ResetAllEntities

private void ResetAllEntities();

ResetAngleDivs

private void ResetAngleDivs();

ResetIndex

private void ResetIndex( size_t index );

SelectAllUnits

public void SelectAllUnits();

SetDuplication

public inline void SetDuplication( bool duplicate );

SetLock

public inline void SetLock( bool lock );

SwitchBase

private void SwitchBase( CFormation*& base );

UpdateFormation

private void UpdateFormation();

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