BWAPI
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#include <CrawlingBallAttack.h>
Public Member Functions | |
CrawlingBallAttack (Squad *m, AgentPool *p, SquadTacticsModel *sm) | |
virtual bool | execute () |
virtual std::vector < MicroTacticsModel * > | getSubTeam (UnitType t) |
virtual void | receiveAlert (Unit *t) |
virtual void | assignUnit (Unit *u) |
virtual void | removeUnit (Unit *u) |
Squad * | getSquad () |
void | eraseDead () |
bool | isAlive () |
void | calculateNextTarget () |
std::vector< TilePosition > | bubble_sort (std::vector< TilePosition > input) |
std::vector< MicroTacticsModel * > | getDeadUnits (UnitType t) |
void | calcPoint (TilePosition t) |
TilePosition | evalPoints (std::vector< TilePosition > f) |
Public Attributes | |
std::string | test |
CrawlingBallAttack::CrawlingBallAttack | ( | Squad * | m, |
AgentPool * | p, | ||
SquadTacticsModel * | sm | ||
) |
void CrawlingBallAttack::assignUnit | ( | Unit * | u | ) | [virtual] |
Implements TacticsImplementation.
std::vector<TilePosition> CrawlingBallAttack::bubble_sort | ( | std::vector< TilePosition > | input | ) |
void CrawlingBallAttack::calcPoint | ( | TilePosition | t | ) |
now figure out how to get there!
void CrawlingBallAttack::eraseDead | ( | ) |
TilePosition CrawlingBallAttack::evalPoints | ( | std::vector< TilePosition > | f | ) |
bool CrawlingBallAttack::execute | ( | ) | [virtual] |
agentPool->writeDebugMessage("releasing the squad"); for(unsigned int i = 0; i < unitTactics.size(); i++) {
Implements TacticsImplementation.
std::vector< MicroTacticsModel * > CrawlingBallAttack::getDeadUnits | ( | UnitType | t | ) |
std::vector< MicroTacticsModel * > CrawlingBallAttack::getSubTeam | ( | UnitType | t | ) | [virtual] |
bool CrawlingBallAttack::isAlive | ( | ) |
void CrawlingBallAttack::receiveAlert | ( | Unit * | t | ) | [virtual] |
void CrawlingBallAttack::removeUnit | ( | Unit * | u | ) | [virtual] |
Implements TacticsImplementation.
std::string CrawlingBallAttack::test |