Voxellancer
0.3
A game about voxels in space
|
Public Member Functions | |
FightTask (BoardComputer *boardComputer, const std::vector< Handle< WorldObject >> &targets) | |
virtual void | update (float deltaSec) |
std::vector< Handle < WorldObject > > & | targets () |
virtual void | addTarget (const Handle< WorldObject > &targets) |
virtual void | setTargets (const std::vector< Handle< WorldObject >> &targets) |
virtual bool | isFinished () |
Public Member Functions inherited from AiTask | |
AiTask (BoardComputer *boardComputer) | |
BoardComputer * | boardComputer () |
Handle< AiTask > & | handle () |
Public Member Functions inherited from Scriptable | |
int | scriptKey () const |
void | setScriptKey (int key) |
bool | isScriptLocal () const |
void | setScriptLocal (bool local) |
Protected Types | |
enum | State { IDLE, APPROACH, ENGAGE, EVADE } |
Protected Member Functions | |
void | updateTargets () |
void | updateState () |
void | setState (State newState) |
glm::vec3 | findRandomEvasionPoint () |
float | targetDistance () |
float | pointDistance (glm::vec3 point) |
float | angleToTarget () |
Protected Attributes | |
std::vector< Handle < WorldObject > > | m_targets |
WorldObject * | m_primaryTarget |
State | m_state |
bool | m_stateChanged |
float | m_maxFireDistance |
float | m_maxRocketDistance |
float | m_minEnemyDistance |
glm::vec3 | m_positionBehindTarget |
Protected Attributes inherited from AiTask | |
Handle< AiTask > | m_handle |
BoardComputer * | m_boardComputer |
Protected Attributes inherited from Scriptable | |
int | m_key |
bool | m_local |
Additional Inherited Members | |
Static Public Attributes inherited from Scriptable | |
static const int | INVALID_KEY = -1 |