BWAPI
AssaultSectorTask Member List
This is the complete list of members for AssaultSectorTask, including all inherited members.
_agentsTask [protected]
_airStrengthAssaultSectorTask [protected]
_assaultCountAssaultSectorTask [protected]
_canBePreemptedTask [protected]
_canExecuteTask [protected]
_centerAgentAssaultSectorTask [protected]
_creationFrameTask [protected]
_enemyAirStrengthAssaultSectorTask [protected]
_enemyGroundStrengthAssaultSectorTask [protected]
_envTask [protected]
_execValidationFreqTask [protected]
_filterTaskInfoTask [protected]
_groundStrengthAssaultSectorTask [protected]
_groupPositionAssaultSectorTask [protected]
_idTask [protected]
_isAssaultReadyAssaultSectorTask [protected]
_minimumAttackAirStrengthAssaultSectorTask [protected]
_minimumAttackGroundStrengthAssaultSectorTask [protected]
_minimumDefenseAirStrengthAssaultSectorTask [protected]
_minimumDefenseGroundStrengthAssaultSectorTask [protected]
_nameTask [protected]
_needsMoreUnitsTask [protected]
_priorityTask [protected]
_readyRangeAssaultSectorTask [protected]
_sectorAssaultSectorTask [protected]
_statusTask [protected]
_statusMessageTask [protected]
_syncUpTask [protected]
_targetEnemyAssaultSectorTask [protected]
_typesTask [protected]
_unitsNeededAssaultSectorTask [protected]
_unitTypeCountsAssaultSectorTask [protected]
addAgent(Agent *agent)AssaultSectorTask [virtual]
AssaultSectorTask(MapSector *sector, Environment *env)AssaultSectorTask
assignNeededAgents(AgentMap *agents)Task
calculatePriority()AssaultSectorTask [virtual]
canBePreempted()Task
canExecute()Task
cleanup()Task [virtual]
displayInfo(int &row, Agent *agent)Task [virtual]
evaluateAptitude(Agent *agent)AssaultSectorTask [virtual]
evaluateAptitudeForTask(MapSector *sector, Agent *agent, Position groupPosition=Positions::None)AssaultSectorTask [static]
evaluateAssaultReadyness()AssaultSectorTask [protected]
evaluateNeededUnits()AssaultSectorTask [virtual]
evaluateStatus()AssaultSectorTask [virtual]
execute(Agent *agent)AssaultSectorTask [virtual]
filterSet(TaskSet *tasks, TaskType type)Task [static]
filterSet(TaskSet *tasks, TaskType type, int maxCreationFrame)Task [static]
filterSetByPriority(TaskSet *tasks, TaskType type, double priority)Task [static]
generateNecessaryTasks(Environment *env)AssaultSectorTask [static]
getAirStrength()AssaultSectorTask
getCreationFrame()Task
getEnemyAirStrength()AssaultSectorTask
getEnemyGroundStrength()AssaultSectorTask
getExecValidationFreq()Task
getGroundStrength()AssaultSectorTask
getGroupPosition()AssaultSectorTask
getId()Task
getMinimumAttackAirStrength()AssaultSectorTask
getMinimumAttackGroundStrength()AssaultSectorTask
getMinimumDefenseAirStrength()AssaultSectorTask
getMinimumDefenseGroundStrength()AssaultSectorTask
getName()Task
getPriority()Task
getReadyRange()AssaultSectorTask
getSector()AssaultSectorTask
getStatus()Task
getTargetEnemy()AssaultSectorTask
isAssaultReady()AssaultSectorTask
isType(TaskType)Task
marineExecute(Agent *agent)AssaultSectorTask [protected]
medicExecute(Agent *agent)AssaultSectorTask [protected]
mustSyncUp()Task
needsMoreUnits()Task
prioritizeSectors(Environment *env)AssaultSectorTask [static]
removeAgent(Agent *agent)AssaultSectorTask [virtual]
scalePriority(double value, double maxPriority, double minPriority)Task [static]
setStatus(TaskStatus status)Task
setStatus(TaskStatus status, string statusMessage)Task
siegeExecute(Agent *agent)AssaultSectorTask [protected]
statusMessage()Task
tankExecute(Agent *agent)AssaultSectorTask [protected]
Task(Environment *env, string name, bool canBePreempted=true, int execValidationFreq=DEFAULT_TASK_VALIDATION_FREQ)Task
wraithExecute(Agent *agent)AssaultSectorTask [protected]
~AssaultSectorTask(void)AssaultSectorTask [virtual]
~Task(void)Task [virtual]
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