BWAPI
|
ActorAgent(BWAPI::Unit &u) | ActorAgent | |
Agent(BWAPI::Unit &u) | Agent | [protected] |
buildingLocation | Agent | [protected] |
buildingReserved | Agent | [protected] |
draw() | Agent | [virtual] |
getClosestPosition(BWAPI::Position target) | ActorAgent | |
getParentManagerName() const | Agent | |
getPositionTarget() const | Agent | [inline] |
getState() const | Agent | [inline] |
getUnit() const | Agent | [inline] |
getUnit() | Agent | [inline] |
getUnitTarget() const | Agent | [inline] |
getUnitTypeTarget() const | Agent | [inline] |
GroundAgent(BWAPI::Unit &u) | GroundAgent | [protected] |
isOccupiedPosition(BWAPI::Position target) | ActorAgent | |
MedicAgent(BWAPI::Unit &u) | MedicAgent | |
operator==(const Agent &other) | Agent | |
parentManager | Agent | [protected] |
positionTarget | Agent | [protected] |
setParentManager(Manager *manager) | Agent | |
setPositionTarget(const BWAPI::Position &target) | Agent | [inline] |
setState(State state) | Agent | [inline] |
setUnitTarget(BWAPI::Unit *target) | Agent | [inline] |
setUnitTypeTarget(const BWAPI::UnitType &target) | Agent | [inline] |
state | Agent | [protected] |
unit | Agent | [protected] |
unitTarget | Agent | [protected] |
unitTypeTarget | Agent | [protected] |
unitTypeTargetValid() | Agent | [inline] |
update() | MedicAgent | [virtual] |