, including all inherited members.
| _canDoSomethingElse | Agent | [protected] |
| _currentAptitude | Agent | [protected] |
| _currentTask | Agent | [protected] |
| _disposition | Agent | [protected] |
| _env | Agent | [protected] |
| _lastPosition | Agent | [protected] |
| _protectUnitTask | Agent | [protected] |
| _sector | Agent | [protected] |
| _targetPosition | Agent | [protected] |
| _taskActionFrame | Agent | [protected] |
| _taskHeldFrames | Agent | [protected] |
| _tempValue | Agent | [protected] |
| _types | Agent | [protected] |
| _unit | Agent | [protected] |
| abandonTaskIfDangerous() | ExplorerAgent | [protected] |
| abandonTaskIfStuck() | ExplorerAgent | [protected] |
| Agent(Unit *unit, Environment *env) | Agent | |
| assignTask(Task *task) | Agent | |
| AttackerAgent(Unit *unit, Environment *env) | AttackerAgent | |
| canAttackAir() | Agent | |
| canAttackGround() | Agent | |
| cleanup() | Agent | [virtual] |
| closestAgent(AgentMap *agents, AgentType type, Position pos) | Agent | [static] |
| closestAgent(AgentMap *agents, UnitType type, Position pos) | Agent | [static] |
| closestAgent(AgentMap *agents, TaskType type, Position pos) | Agent | [static] |
| createAgent(Unit *unit, Environment *env) | Agent | [static] |
| displayInfo(int &row) | WorkerAgent | [virtual] |
| dropResourcesIfNecessary() | WorkerAgent | [protected] |
| executeUnitBehavior() | WorkerAgent | [virtual] |
| ExplorerAgent(Unit *unit, Environment *env) | ExplorerAgent | |
| filterMap(AgentMap *agents, AgentType type, bool finished=true) | Agent | [static] |
| filterMap(AgentMap *agents, UnitType type, bool finished=true) | Agent | [static] |
| filterMap(AgentMap *agents, TaskType type, bool finished=true) | Agent | [static] |
| getAirWeaponDamage() | Agent | |
| getAirWeaponRange() | Agent | |
| getBestTargetInAttackRange(bool ignoreUnarmed=true, bool sieged=false) | Agent | |
| getBestTargetInRange(int range, bool ignoreUnarmed=true) | Agent | |
| getCurrentAptitude() | Agent | |
| getCurrentTask() | Agent | |
| getDisposition() | Agent | |
| getEnemiesInRange(int range) | Agent | |
| getEnemiesInRangeAirAttack() | Agent | |
| getEnemiesInRangeGroundAttack(bool sieged=false) | Agent | |
| getGroundWeaponDamage() | Agent | |
| getGroundWeaponRange() | Agent | |
| getProtectUnitTask() | Agent | |
| getSector() | Agent | |
| getTargetPosition() | Agent | |
| getTaskHeldTime() | Agent | |
| getTempValue() | Agent | |
| getUnit() | Agent | |
| getUnitPosition() | Agent | |
| getUnitType() | Agent | |
| initialize() | Agent | [virtual] |
| isCurrentTaskType(TaskType type) | Agent | |
| isFinished() | Agent | |
| isType(AgentType) | Agent | |
| refresh() | Agent | [virtual] |
| setCurrentAptitude(double aptitude) | Agent | |
| setDisposition(AgentDisposition disposition) | Agent | |
| setProtectUnitTask(ProtectUnitTask *task) | Agent | |
| setSector(MapSector *sector) | Agent | |
| setTargetPosition(Position pos) | Agent | |
| setTempValue(double value) | Agent | |
| step() | Agent | |
| WorkerAgent(Unit *unit, Environment *env) | WorkerAgent | |
| ~Agent(void) | Agent | [virtual] |
| ~AttackerAgent(void) | AttackerAgent | [virtual] |
| ~ExplorerAgent(void) | ExplorerAgent | [virtual] |
| ~WorkerAgent(void) | WorkerAgent | [virtual] |