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enum | State { IDLE,
APPROACH,
ENGAGE,
EVADE
} |
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void | updateTargets () |
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void | updateState () |
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void | setState (State newState) |
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glm::vec3 | findRandomEvasionPoint () |
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float | targetDistance () |
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float | pointDistance (glm::vec3 point) |
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float | angleToTarget () |
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std::vector< Handle
< WorldObject > > | m_targets |
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WorldObject * | m_primaryTarget |
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State | m_state |
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bool | m_stateChanged |
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float | m_maxFireDistance |
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float | m_maxRocketDistance |
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float | m_minEnemyDistance |
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glm::vec3 | m_positionBehindTarget |
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Handle< AiTask > | m_handle |
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BoardComputer * | m_boardComputer |
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int | m_key |
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bool | m_local |
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static const int | INVALID_KEY = -1 |
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The documentation for this class was generated from the following files:
- src/ai/basictasks/fighttask.h
- src/ai/basictasks/fighttask.cpp