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eve::rts::RTS 成员列表

成员的完整列表,这些成员属于 eve::rts::RTS,包括所有继承而来的类成员

addBuildingAmmoSupply(Building &building, float rounds) consteve::rts::RTS
addMatchParticipant(Match &match, Faction &faction, int team) consteve::rts::RTS
addScriptResource(Faction &faction, std::string resource, std::int64_t amount)eve::rts::RTS
addUnitAmmoSupply(Unit &unit, float rounds) consteve::rts::RTS
addUnitReserveAmmo(Unit &unit, int rounds) consteve::rts::RTS
advanceGameplay(const GameplaySession &session, SubjectRef instance, const SimulationStep &step) overrideeve::rts::RTSvirtual
applyEffect(Unit &unit, const RTSEffectDefinition &definition) consteve::rts::RTS
applyEffect(Building &building, const RTSEffectDefinition &definition) consteve::rts::RTS
applyStatusEffect(SubjectRef source, SubjectRef target, std::string effect, double durationOverride=-1.0)eve::rts::RTS
assignBuilder(Unit &worker, Building &building) consteve::rts::RTS
assignWorker(Unit &worker, ResourceNode &node, Building &dropoff) consteve::rts::RTS
availableGameplayActions(const GameplaySession &session, SubjectRef instance, SubjectRef subject) const overrideeve::rts::RTSvirtual
build(Building &building, action::ActionRuntime &action, resource::IResourceAccount &account, resource::CostSpec cost, std::string product, Duration duration, std::string productionKind="unit", int priority=0, std::string transactionId={}, definition::DefinitionHandle definition={})eve::rts::RTS
buildingCount() const noexcepteve::rts::RTS
cancelFireSupport(Unit &requester) consteve::rts::RTS
cancelProduction(Building &building, resource::IResourceAccount &account, std::string productionTaskId, std::string orderId, resource::CostSpec refund, std::string reason="production cancelled")eve::rts::RTS
cancelScriptAbility(Unit &caster)eve::rts::RTS
cancelScriptConstruction(Building &building)eve::rts::RTS
cancelScriptProduction(Building &producer, int queueIndex=-1)eve::rts::RTS
canonicalStateJson() consteve::rts::RTS
eve::capabilityNameeve::IGameplayControlProviderstatic
eve::IGameplayInstanceCatalog::capabilityNameeve::IGameplayInstanceCatalogstatic
captureScriptCheckpoint(std::string name)eve::rts::RTS
castScriptAbility(Unit &caster, std::string ability, SubjectRef target, WorldPosition point)eve::rts::RTS
cleanupDestroyed()eve::rts::RTS
clearBuildingRally(Building &producer) consteve::rts::RTS
commandUnits(std::span< const SubjectRef > subjects, const CommandSpec &command, const FormationSpec &formation={}) consteve::rts::RTS
configureMatch(Match &match, VictoryRule rule, std::string archetype={}, double targetValue=0.0) consteve::rts::RTS
configureScriptAI(Faction &faction, LogicalId workerDefinition, LogicalId armyDefinition, LogicalId targetBuildingDefinition, int desiredWorkers, int attackThreshold, float thinkInterval=1.0f, float formationSpacing=1.2f, bool enabled=true)eve::rts::RTS
configureScriptWorld(int width, int height, float cellSize, float originX=0.0f, float originY=0.0f)eve::rts::RTS
configureSettlementRules(const settlement::SettlementRuleSet &rules)eve::rts::RTS
configureWorkforce(Faction &faction, bool autoConstruction, int maxBuildersPerSite, bool autoRepair, int maxRepairersPerBuilding, int reserveWorkers) consteve::rts::RTS
escortUnits(std::span< const SubjectRef > subjects, SubjectRef protectedSubject, float guardRadius=6.0f, float spacing=1.5f) consteve::rts::RTS
evacuateBuilding(Building &building, WorldPosition destination) consteve::rts::RTS
exportScriptCommandLog() consteve::rts::RTS
factionCount() const noexcepteve::rts::RTS
fanOut(Player::Selection &selection, const CommandSpec &command, const FormationSpec &formation) consteve::rts::RTS
findBuilding(SubjectRef subject) const noexcepteve::rts::RTS
findFaction(SubjectRef subject) const noexcepteve::rts::RTS
findMatch(SubjectRef subject) const noexcepteve::rts::RTS
findResourceNode(SubjectRef subject) const noexcepteve::rts::RTS
findUnit(SubjectRef subject) const noexcepteve::rts::RTS
gameplayDomain() const noexcept overrideeve::rts::RTSvirtual
gameplayEvents(const GameplaySession &session, SubjectRef instance, std::uint64_t afterSequence) const overrideeve::rts::RTSvirtual
gameplayInstances() const overrideeve::rts::RTSvirtual
getName() const =0eve::Modulepure virtual
heal(SubjectRef source, SubjectRef target, double amount) consteve::rts::RTS
importScriptCommandLog(std::string_view text, bool clearExisting=true)eve::rts::RTS
inspectFrameEvents() consteve::rts::RTS
inspectMatch(Match &match) consteve::rts::RTS
inspectState() consteve::rts::RTS
linkBuildingRally(Building &producer, Building &source) consteve::rts::RTS
loadContent(definitions::DefinitionRegistry &registry, std::string_view json)eve::rts::RTSinline
loadScriptContent(std::string_view json)eve::rts::RTS
matchCount() const noexcepteve::rts::RTS
Module_REG(RTS)eve::rts::RTS
newBuilding(SubjectRef subject, LogicalId definition={})eve::rts::RTS
newFaction(SubjectRef subject)eve::rts::RTS
newFactionBuilding(Faction &faction, SubjectRef subject, LogicalId definition={})eve::rts::RTS
newFactionUnit(Faction &faction, SubjectRef subject, LogicalId definition={})eve::rts::RTS
newMatch(SubjectRef subject)eve::rts::RTS
newPlayer(SubjectRef subject)eve::rts::RTS
newResourceNode(SubjectRef subject, std::string resourceType, float amount, WorldPosition position, std::size_t workerCapacity=1)eve::rts::RTS
newUnit(SubjectRef subject, LogicalId definition={})eve::rts::RTS
observeGameplay(const GameplaySession &session, SubjectRef instance) const overrideeve::rts::RTSvirtual
playerCount() const noexcepteve::rts::RTS
queueScriptCommand(RTSReplayCommand command)eve::rts::RTS
queueScriptReinforcement(Building &producer, SubjectRef unitSubject, LogicalId preferredDefinition, int priority=0)eve::rts::RTS
queueScriptResearch(Building &producer, std::string upgrade, int priority=0)eve::rts::RTS
queueScriptUnit(Building &producer, SubjectRef unitSubject, LogicalId unitDefinition, int priority=0)eve::rts::RTS
readUnitAttribute(Unit &unit, std::string_view attribute) consteve::rts::RTS
rebuildState(const RTSStateSnapshot &snapshot)eve::rts::RTS
remove(SubjectRef subject)eve::rts::RTS
removeScriptCheckpoint(std::string_view name)eve::rts::RTS
requestFireSupport(Unit &requester, WorldPosition center, float radius, int shotsPerResponder, std::size_t maxResponders=0) consteve::rts::RTS
resourceNodeCount() const noexcepteve::rts::RTS
restoreScriptCheckpoint(std::string_view name)eve::rts::RTS
restoreState(const RTSStateSnapshot &snapshot)eve::rts::RTS
RTS()eve::rts::RTS
scriptCellExplored(Faction &faction, int x, int y) consteve::rts::RTS
scriptCellVisible(Faction &faction, int x, int y) consteve::rts::RTS
scriptContact(Faction &faction, SubjectRef target) consteve::rts::RTS
scriptResource(Faction &faction, std::string_view resource) consteve::rts::RTS
scriptTerrainElevation(int x, int y) consteve::rts::RTS
scriptTick() const noexcepteve::rts::RTS
sellScriptBuilding(Building &building)eve::rts::RTS
setAIProductionRequest(AIProductionRequest request)eve::rts::RTSinline
setAmmoProductionPurchase(AmmoProductionPurchase purchase)eve::rts::RTSinline
setBuildingRally(Building &producer, CommandSpec command, bool groupedReinforcements=false) consteve::rts::RTS
setCombatHeightQuery(CombatHeightQuery query)eve::rts::RTSinline
setCombatProviders(sensing::SensingWorld *sensing, combat::DamageRuntime *damage) noexcepteve::rts::RTS
setCrowdProvider(crowd::Crowd *crowd) noexcepteve::rts::RTS
setDefinitionRegistry(definitions::DefinitionRegistry *registry) noexcepteve::rts::RTSinline
setFireLineQuery(FireLineQuery query)eve::rts::RTSinline
setFogProvider(FogProvider provider) noexcepteve::rts::RTS
setMatchResourceQuery(MatchResourceQuery query)eve::rts::RTSinline
setNavigationProvider(map::Pathfinder *pathfinder, NavigationGrid grid={}, NavigationEvent unreachable={}) noexcepteve::rts::RTS
setPassiveIncomeCredit(PassiveIncomeCredit credit)eve::rts::RTSinline
setProductionResourceReserve(Faction &faction, std::string resource, std::int64_t amount, int minimumPriority)eve::rts::RTS
setProductionSpawn(ProductionSpawn spawn)eve::rts::RTSinline
setProductionSpawnPosition(ProductionSpawnPosition position)eve::rts::RTSinline
setProjectileCollisionQuery(ProjectileCollisionQuery query)eve::rts::RTSinline
setReinforcementAutoCancel(Building &producer, float seconds) consteve::rts::RTS
setReinforcementCancel(ReinforcementCancel cancel)eve::rts::RTSinline
setReinforcementFallback(Building &producer, std::string preferred, std::string fallback) consteve::rts::RTS
setReinforcementLimit(Building &producer, std::size_t maximum) consteve::rts::RTS
setReinforcementTransport(Building &producer, Unit *transport, std::size_t minimumLoad=0) consteve::rts::RTS
setReinforcementTypeLimit(Building &producer, std::string unitType, std::size_t maximum) consteve::rts::RTS
setReinforcementTypePriority(Building &producer, std::string unitType, int priority) consteve::rts::RTS
setRepairDebit(RepairDebit debit)eve::rts::RTSinline
setResourceCredit(ResourceCredit credit)eve::rts::RTSinline
setScriptNavigationBlocked(int x, int y, bool blocked)eve::rts::RTS
setScriptNavigationCost(int x, int y, float cost)eve::rts::RTS
setScriptTerrainElevation(int x, int y, float elevation)eve::rts::RTS
setUnitAttribute(Unit &unit, std::string_view attribute, double value) consteve::rts::RTS
setUnitAutoResupply(Unit &unit, bool enabled) consteve::rts::RTS
setUnitCloaked(Unit &unit, bool cloaked) consteve::rts::RTS
setUnitMovementPriority(std::span< const SubjectRef > subjects, int priority) consteve::rts::RTS
setUnitStance(std::span< const SubjectRef > subjects, CombatStance stance, float leashRange) consteve::rts::RTS
setWorkerAutoAssignment(std::span< const SubjectRef > subjects, bool enabled) consteve::rts::RTS
snapshotState() consteve::rts::RTS
startMatch(Match &match) consteve::rts::RTS
startScriptConstruction(Faction &faction, SubjectRef buildingSubject, LogicalId buildingDefinition, WorldPosition position, Unit &builder)eve::rts::RTS
stateHash(const SnapshotHashProvider &hashProvider) consteve::rts::RTS
step(const SimulationStep &step, IRTSActionExecutor &executor)eve::rts::RTS
stepScript(double seconds)eve::rts::RTS
submitGameplay(const GameplaySession &session, SubjectRef instance, const GameplayCommand &command) overrideeve::rts::RTSvirtual
submitMovementGroup(const MovementGroupBatch &batch)eve::rts::RTS
suppressArea(std::span< const SubjectRef > subjects, WorldPosition start, WorldPosition end, float width=1.0f, int shotsPerUnit=0) consteve::rts::RTS
surrenderMatch(Match &match, Faction &faction) consteve::rts::RTS
unitCount() const noexcepteve::rts::RTS
unloadTransport(Unit &transport, WorldPosition destination) consteve::rts::RTS
~IGameplayControlProvider()=defaulteve::IGameplayControlProvidervirtual
~IGameplayInstanceCatalog()=defaulteve::IGameplayInstanceCatalogvirtual
~Module()eve::Moduleinlinevirtual
~RTS() overrideeve::rts::RTS