Classes | |
struct | Efficiency |
class | Generic |
class | LightVision |
class | Movement |
class | MovementPlace |
class | MovementStep |
class | Self |
class | SelfDamage |
class | Simple |
class | SimpleFireAt |
class | SimpleIdle |
class | SimpleMelee |
class | Skill |
class | SkillManager |
struct | SpendInfo |
Typedefs | |
typedef std::tr1::function < bool(const base::GameObject *, const GameTargets &)> | GenericValidator |
typedef std::tr1::function < SpendInfo(base::GameObject *, const GameTargets &)> | GenericSpender |
typedef GameAction | GenericAction |
typedef std::tr1::function < ugdk::math::Integer2D(const base::GameObject *, const ugdk::math::Integer2D &)> | MovementCalculator |
typedef std::tr1::function < SpendInfo(base::GameObject *, const ugdk::math::Integer2D &)> | MovementSpender |
typedef std::tr1::function < void(base::GameObject *, const ugdk::math::Integer2D &, const Efficiency &)> | MovementAction |
typedef std::tr1::function < bool(const base::GameObject *)> | SelfValidator |
typedef std::tr1::function < SpendInfo(base::GameObject *)> | SelfSpender |
typedef std::tr1::function < void(base::GameObject *, const Efficiency &)> | SelfAction |
typedef std::tr1::function < bool(const base::GameObject *, const base::GameThing &)> | SimpleValidator |
typedef std::tr1::function < SpendInfo(base::GameObject *, const base::GameThing &)> | SimpleSpender |
typedef std::tr1::function < void(base::GameObject *, base::GameThing &, const Efficiency &)> | SimpleAction |
typedef std::list < base::GameThing > | GameTargets |
typedef std::tr1::function < void(base::GameObject *, const GameTargets &, const Efficiency &)> | GameAction |
Functions | |
Integer2D | calculate_mov_place (const GameObject *caster, const Integer2D &target) |
void | act_mov_place (GameObject *caster, const Integer2D &target, const Efficiency &power) |
ugdk::math::Integer2D | calculate_mov_place (const base::GameObject *caster, const ugdk::math::Integer2D &target) |
void | act_mov_place (base::GameObject *caster, const ugdk::math::Integer2D &target, const Efficiency &power) |
typedef std::tr1::function<void (base::GameObject*, const GameTargets&, const Efficiency&)> game::action::skill::GameAction |
typedef std::list<base::GameThing> game::action::skill::GameTargets |
typedef std::tr1::function<SpendInfo (base::GameObject*, const GameTargets&)> game::action::skill::GenericSpender |
typedef std::tr1::function<bool (const base::GameObject*, const GameTargets&)> game::action::skill::GenericValidator |
typedef std::tr1::function<void (base::GameObject*, const ugdk::math::Integer2D&, const Efficiency&)> game::action::skill::MovementAction |
typedef std::tr1::function<ugdk::math::Integer2D (const base::GameObject*, const ugdk::math::Integer2D&)> game::action::skill::MovementCalculator |
typedef std::tr1::function<SpendInfo (base::GameObject*, const ugdk::math::Integer2D&)> game::action::skill::MovementSpender |
typedef std::tr1::function<void (base::GameObject*, const Efficiency&)> game::action::skill::SelfAction |
typedef std::tr1::function<SpendInfo (base::GameObject*)> game::action::skill::SelfSpender |
typedef std::tr1::function<bool (const base::GameObject*)> game::action::skill::SelfValidator |
typedef std::tr1::function<void (base::GameObject*, base::GameThing&, const Efficiency&)> game::action::skill::SimpleAction |
typedef std::tr1::function<SpendInfo (base::GameObject*, const base::GameThing&)> game::action::skill::SimpleSpender |
typedef std::tr1::function<bool (const base::GameObject*, const base::GameThing&)> game::action::skill::SimpleValidator |
void game::action::skill::act_mov_place | ( | base::GameObject * | caster, |
const ugdk::math::Integer2D & | target, | ||
const Efficiency & | power | ||
) |
void game::action::skill::act_mov_place | ( | GameObject * | caster, |
const Integer2D & | target, | ||
const Efficiency & | power | ||
) |
Integer2D game::action::skill::calculate_mov_place | ( | const GameObject * | caster, |
const Integer2D & | target | ||
) |
ugdk::math::Integer2D game::action::skill::calculate_mov_place | ( | const base::GameObject * | caster, |
const ugdk::math::Integer2D & | target | ||
) |