Owns RTS root entities and coordinates the phase-one systems. 更多...
#include <RTS.h>
类 | |
| struct | GameplayRuntime |
| struct | ScriptRuntime |
Public 成员函数 | |
| Module_REG (RTS) | |
| RTS () | |
| Construct an empty RTS composition profile. | |
| ~RTS () override | |
| Destroy only live entities created through this module. | |
| std::string_view | gameplayDomain () const noexcept override |
| Stable provider domain used for discovery and routing. | |
| std::vector< SubjectRef > | gameplayInstances () const override |
| Instances currently served, in publication order. | |
| Result< GameplayObservation > | observeGameplay (const GameplaySession &session, SubjectRef instance) const override |
| Observe one provider-owned gameplay instance without mutation. | |
| Result< std::vector< GameplayActionDescriptor > > | availableGameplayActions (const GameplaySession &session, SubjectRef instance, SubjectRef subject) const override |
| Discover currently legal player-semantic actions for one subject. | |
| Result< GameplayCommandReceipt > | submitGameplay (const GameplaySession &session, SubjectRef instance, const GameplayCommand &command) override |
| Validate authority and atomically submit one domain command. | |
| Result< GameplayObservation > | advanceGameplay (const GameplaySession &session, SubjectRef instance, const SimulationStep &step) override |
| Advance one provider-owned instance using injected deterministic time. | |
| Result< std::vector< GameplayEvent > > | gameplayEvents (const GameplaySession &session, SubjectRef instance, std::uint64_t afterSequence) const override |
| Return events strictly newer than an instance-local sequence cursor. | |
| Result< Unit * > | newUnit (SubjectRef subject, LogicalId definition={}) |
| Create and own one Unit root. | |
| Result< Building * > | newBuilding (SubjectRef subject, LogicalId definition={}) |
| Create and own one Building root. | |
| Result< ResourceNode * > | newResourceNode (SubjectRef subject, std::string resourceType, float amount, WorldPosition position, std::size_t workerCapacity=1) |
| Create and own one harvestable resource node. | |
| Result< Player * > | newPlayer (SubjectRef subject) |
| Create and own one Player root with a valid subject identity. | |
| Result< Faction * > | newFaction (SubjectRef subject) |
| Create and own one Faction root with a valid subject identity. | |
| Result< Unit * > | newFactionUnit (Faction &faction, SubjectRef subject, LogicalId definition={}) |
| Atomically create a Unit, bind its owning faction and register canonical membership. | |
| Result< Building * > | newFactionBuilding (Faction &faction, SubjectRef subject, LogicalId definition={}) |
| Atomically create a Building, bind its owning faction and register canonical membership. | |
| Result< Match * > | newMatch (SubjectRef subject) |
| Create and own one independent RTS match composition root. | |
| Result< void > | configureMatch (Match &match, VictoryRule rule, std::string archetype={}, double targetValue=0.0) const |
| Configure one owned setup-phase match victory rule. | |
| Result< void > | addMatchParticipant (Match &match, Faction &faction, int team) const |
| Add one owned faction to one owned setup-phase match. | |
| Result< void > | startMatch (Match &match) const |
| Start one owned match after participant/rule validation. | |
| Result< void > | surrenderMatch (Match &match, Faction &faction) const |
| Surrender one owned faction from one owned running match. | |
| Result< Value > | inspectMatch (Match &match) const |
| Return an owning deterministic projection of one match lifecycle. | |
| Unit * | findUnit (SubjectRef subject) const noexcept |
| Resolve a module-owned unit by persistent subject identity. | |
| Building * | findBuilding (SubjectRef subject) const noexcept |
| Resolve a module-owned building by persistent subject identity. | |
| ResourceNode * | findResourceNode (SubjectRef subject) const noexcept |
| Resolve a module-owned resource node by persistent subject identity. | |
| Faction * | findFaction (SubjectRef subject) const noexcept |
| Resolve a module-owned faction by persistent subject identity. | |
| Match * | findMatch (SubjectRef subject) const noexcept |
| Resolve a module-owned match by persistent subject identity. | |
| Result< RTSStateSnapshot > | snapshotState () const |
| Capture all module-owned RTS root state using stable subject relationships. | |
| Result< void > | restoreState (const RTSStateSnapshot &snapshot) |
| Validate and atomically restore an exact-topology RTS root snapshot. | |
| Result< void > | rebuildState (const RTSStateSnapshot &snapshot) |
| Materialize a complete snapshot into an empty RTS module. | |
| Result< std::string > | canonicalStateJson () const |
| Encode the stable RTS synchronization projection as deterministic compact JSON. | |
| Result< ContentId > | stateHash (const SnapshotHashProvider &hashProvider) const |
| Hash the deterministic synchronization projection through the engine snapshot boundary. | |
| Result< FanOutReceipt > | fanOut (Player::Selection &selection, const CommandSpec &command, const FormationSpec &formation) const |
| Fan one common command out through a player's selected unit handles. | |
| Result< FanOutReceipt > | commandUnits (std::span< const SubjectRef > subjects, const CommandSpec &command, const FormationSpec &formation={}) const |
| Resolve stable unit identities and fan out one generic command. | |
| Result< FanOutReceipt > | submitMovementGroup (const MovementGroupBatch &batch) |
| Commit a caller-built immediate Move group with coordinated pacing. | |
| Result< void > | setUnitStance (std::span< const SubjectRef > subjects, CombatStance stance, float leashRange) const |
| Set automatic combat stance and pursuit leash for module-owned units atomically. | |
| Result< void > | setUnitMovementPriority (std::span< const SubjectRef > subjects, int priority) const |
| Set collision/traffic contention priority for module-owned units atomically. | |
| Result< void > | assignWorker (Unit &worker, ResourceNode &node, Building &dropoff) const |
| Atomically bind one worker to a compatible resource node and friendly dropoff. | |
| Result< void > | setWorkerAutoAssignment (std::span< const SubjectRef > subjects, bool enabled) const |
| Enable or disable deterministic idle-worker assignment for module-owned units atomically. | |
| Result< void > | configureWorkforce (Faction &faction, bool autoConstruction, int maxBuildersPerSite, bool autoRepair, int maxRepairersPerBuilding, int reserveWorkers) const |
| Configure deterministic idle-worker construction and repair assignment for one faction. | |
| Result< std::string > | assignBuilder (Unit &worker, Building &building) const |
| Replace one capable friendly worker's orders with construction of an unfinished building. | |
| Result< int > | addUnitReserveAmmo (Unit &unit, int rounds) const |
| Add or remove reserve ammunition through the unit's canonical weapon ammunition owner. | |
| Result< float > | addUnitAmmoSupply (Unit &unit, float rounds) const |
| Add or remove mobile ammunition supply, clamped to the unit's carrying capacity. | |
| Result< float > | addBuildingAmmoSupply (Building &building, float rounds) const |
| Add or remove depot ammunition supply, clamped to the building's storage capacity. | |
| Result< void > | setUnitAutoResupply (Unit &unit, bool enabled) const |
| Enable or disable automatic supply dispatch and cancel an active supply mission when disabled. | |
| Result< FanOutReceipt > | suppressArea (std::span< const SubjectRef > subjects, WorldPosition start, WorldPosition end, float width=1.0f, int shotsPerUnit=0) const |
| Assign persistent distributed fire along a non-degenerate world-space corridor. | |
| Result< FanOutReceipt > | escortUnits (std::span< const SubjectRef > subjects, SubjectRef protectedSubject, float guardRadius=6.0f, float spacing=1.5f) const |
| Assign stable circular guard slots around one live friendly unit or building. | |
| Value | inspectState () const |
| Project live module roots into an owning script/debug value. | |
| Value | inspectFrameEvents () const |
| Project damage transactions completed since the latest step boundary. | |
| Result< double > | readUnitAttribute (Unit &unit, std::string_view attribute) const |
| Read a canonical selected combat attribute through the RTS facade. | |
| Result< void > | setUnitAttribute (Unit &unit, std::string_view attribute, double value) const |
| Set a canonical selected combat attribute through the RTS facade. | |
| Result< effects::EffectHandle > | applyEffect (Unit &unit, const RTSEffectDefinition &definition) const |
| Apply a typed effect to a module-owned Unit component. | |
| Result< effects::EffectHandle > | applyEffect (Building &building, const RTSEffectDefinition &definition) const |
| Apply a typed effect to a module-owned Building component. | |
| Result< double > | heal (SubjectRef source, SubjectRef target, double amount) const |
| Restore health on one live owned unit or building, capped by canonical maximum health. | |
| Result< effects::EffectHandle > | applyStatusEffect (SubjectRef source, SubjectRef target, std::string effect, double durationOverride=-1.0) |
| Resolve and apply one canonical data-defined status effect to an owned combat root. | |
| Result< RTSBuildReceipt > | 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={}) |
| Submit a building production action through the canonical transaction facade. | |
| Result< void > | setProductionResourceReserve (Faction &faction, std::string resource, std::int64_t amount, int minimumPriority) |
| Configure or clear a faction-wide production resource floor shared by all factories. | |
| Result< RTSCancelProductionReceipt > | cancelProduction (Building &building, resource::IResourceAccount &account, std::string productionTaskId, std::string orderId, resource::CostSpec refund, std::string reason="production cancelled") |
| Atomically cancel one paid production task and refund its complete cost. | |
| Result< ContentImportReceipt > | loadContent (definitions::DefinitionRegistry ®istry, std::string_view json) |
| Atomically import an RTS content pack into the caller-owned canonical definition registry. | |
| void | setDefinitionRegistry (definitions::DefinitionRegistry *registry) noexcept |
| Attach the canonical definition registry used to settle completed research. | |
| void | setResourceCredit (ResourceCredit credit) |
| Install the game-owned economy credit boundary used by mining deliveries. | |
| void | setRepairDebit (RepairDebit debit) |
| Install the game-owned economy debit boundary used by building repair. | |
| void | setCrowdProvider (crowd::Crowd *crowd) noexcept |
| Attach the canonical Crowd provider used by Units with a bound Unit::Crowd link. | |
| void | setNavigationProvider (map::Pathfinder *pathfinder, NavigationGrid grid={}, NavigationEvent unreachable={}) noexcept |
| Attach the canonical map pathfinder and world/grid conversion used by unit navigation. | |
| void | setFogProvider (FogProvider provider) noexcept |
| Install the faction-to-canonical-FOV resolver used by fog-of-war projection. | |
| void | setCombatProviders (sensing::SensingWorld *sensing, combat::DamageRuntime *damage) noexcept |
| Attach canonical sensing and damage coordinators used by automatic combat. | |
| Result< void > | configureSettlementRules (const settlement::SettlementRuleSet &rules) |
| Replace declarative settlement rules on the active canonical damage provider. | |
| void | setFireLineQuery (FireLineQuery query) |
| Install the map/game-owned line-of-fire query used by direct weapons. | |
| void | setCombatHeightQuery (CombatHeightQuery query) |
| Install the map/game-owned absolute projectile launch-height query. | |
| void | setProjectileCollisionQuery (ProjectileCollisionQuery query) |
| Install the map/physics-owned swept collision query for in-flight projectiles. | |
| void | setAIProductionRequest (AIProductionRequest request) |
| Install the authoritative production boundary used by enabled faction AI policies. | |
| void | setMatchResourceQuery (MatchResourceQuery query) |
| Install the authoritative economy query used by resource-target matches. | |
| void | setPassiveIncomeCredit (PassiveIncomeCredit credit) |
| Install the authoritative economy credit boundary used by powered passive income. | |
| void | setAmmoProductionPurchase (AmmoProductionPurchase purchase) |
| Install the authoritative economy purchase boundary used by building ammunition production. | |
| void | setProductionSpawn (ProductionSpawn spawn) |
| Install the game-owned factory that materializes completed canonical unit production tasks. | |
| void | setProductionSpawnPosition (ProductionSpawnPosition position) |
| Install the game/map-owned deterministic building-exit placement probe. | |
| void | setReinforcementCancel (ReinforcementCancel cancel) |
| Install the game-owned atomic cancellation/refund boundary for capped reinforcements. | |
| Result< std::size_t > | step (const SimulationStep &step, IRTSActionExecutor &executor) |
| Run phase-one simulation systems in deterministic order. | |
| Result< std::size_t > | stepScript (double seconds) |
| Advance one script-owned fixed step through the canonical ActionRuntime adapter. | |
| Result< void > | configureScriptWorld (int width, int height, float cellSize, float originX=0.0f, float originY=0.0f) |
| Configure canonical providers owned by the self-contained Squirrel composition profile. | |
| Result< void > | setScriptNavigationBlocked (int x, int y, bool blocked) |
| Change one cell in the script profile's canonical pathfinder and crowd field. | |
| Result< void > | setScriptNavigationCost (int x, int y, float cost) |
| Change one positive cell traversal cost in the script profile's canonical providers. | |
| Result< void > | setScriptTerrainElevation (int x, int y, float elevation) |
| Set one finite authoritative terrain elevation shared by fog and combat queries. | |
| Result< float > | scriptTerrainElevation (int x, int y) const |
| Read one authoritative script-profile terrain elevation. | |
| Result< void > | addScriptResource (Faction &faction, std::string resource, std::int64_t amount) |
| Credit one faction's script-profile canonical economy account. | |
| Result< std::int64_t > | scriptResource (Faction &faction, std::string_view resource) const |
| Read one faction balance from the script-profile canonical economy ledger. | |
| Result< void > | configureScriptAI (Faction &faction, LogicalId workerDefinition, LogicalId armyDefinition, LogicalId targetBuildingDefinition, int desiredWorkers, int attackThreshold, float thinkInterval=1.0f, float formationSpacing=1.2f, bool enabled=true) |
| Configure a faction's deterministic worker replenishment, army production, and attack policy. | |
| Result< ContentImportReceipt > | loadScriptContent (std::string_view json) |
| Atomically load a content pack into the script profile's canonical definition registry. | |
| Result< RTSBuildReceipt > | queueScriptUnit (Building &producer, SubjectRef unitSubject, LogicalId unitDefinition, int priority=0) |
| Queue one data-defined unit through canonical production, action, and economy providers. | |
| Result< ReinforcementRequestReceipt > | queueScriptReinforcement (Building &producer, SubjectRef unitSubject, LogicalId preferredDefinition, int priority=0) |
| Queue a preferred reinforcement, deterministically trying its configured substitution chain. | |
| Result< Building * > | startScriptConstruction (Faction &faction, SubjectRef buildingSubject, LogicalId buildingDefinition, WorldPosition position, Unit &builder) |
| Start one paid data-defined construction project assigned to a canonical worker order. | |
| Result< resource::Receipt > | cancelScriptConstruction (Building &building) |
| Cancel one unfinished paid construction, clear its builders, and refund remaining value. | |
| Result< resource::Receipt > | sellScriptBuilding (Building &building) |
| Sell one completed building, refund its configured value and every paid queued task. | |
| Result< RTSBuildReceipt > | queueScriptResearch (Building &producer, std::string upgrade, int priority=0) |
| Queue one paid data-defined upgrade through canonical research production. | |
| Result< RTSCancelProductionReceipt > | cancelScriptProduction (Building &producer, int queueIndex=-1) |
| Cancel one queued script production/research task by live queue index and refund its full cost. | |
| Result< void > | setBuildingRally (Building &producer, CommandSpec command, bool groupedReinforcements=false) const |
| Set the command copied to completed production, optionally creating a reinforcement group. | |
| Result< void > | linkBuildingRally (Building &producer, Building &source) const |
| Copy a grouped reinforcement rally and composition policy from a friendly producer. | |
| Result< void > | clearBuildingRally (Building &producer) const |
| Clear rally dispatch, transport assignment, and reinforcement policy. | |
| Result< void > | setReinforcementLimit (Building &producer, std::size_t maximum) const |
| Set the maximum living size of a linked reinforcement group; zero removes the cap. | |
| Result< void > | setReinforcementTypeLimit (Building &producer, std::string unitType, std::size_t maximum) const |
| Set or clear one unit type's living cap across a linked reinforcement group. | |
| Result< void > | setReinforcementTypePriority (Building &producer, std::string unitType, int priority) const |
| Set or clear one unit type's contention priority across a linked reinforcement group. | |
| Result< void > | setReinforcementFallback (Building &producer, std::string preferred, std::string fallback) const |
| Set or clear one acyclic preferred-to-substitute mapping across a linked group. | |
| Result< void > | setReinforcementAutoCancel (Building &producer, float seconds) const |
| Configure delayed cancellation/refund while a reinforcement group remains capped. | |
| Result< void > | setReinforcementTransport (Building &producer, Unit *transport, std::size_t minimumLoad=0) const |
| Route reinforcements through an exclusive friendly transport, or clear with null. | |
| Result< void > | castScriptAbility (Unit &caster, std::string ability, SubjectRef target, WorldPosition point) |
| Cast one canonical data-defined ability through the composed damage/effect/economy providers. | |
| Result< void > | cancelScriptAbility (Unit &caster) |
| Cancel an active ability channel without refunding its resource cost or cooldown. | |
| Result< std::size_t > | requestFireSupport (Unit &requester, WorldPosition center, float radius, int shotsPerResponder, std::size_t maxResponders=0) const |
| Assign eligible friendly indirect-fire units to a deterministic suppression corridor. | |
| Result< std::size_t > | cancelFireSupport (Unit &requester) const |
| Cancel every suppression mission assigned for one owned requester. | |
| Result< std::size_t > | unloadTransport (Unit &transport, WorldPosition destination) const |
| Unload every passenger from a module-owned transport around a deterministic destination. | |
| Result< std::size_t > | evacuateBuilding (Building &building, WorldPosition destination) const |
| Evacuate every occupant from a module-owned building around a deterministic destination. | |
| Result< void > | setUnitCloaked (Unit &unit, bool cloaked) const |
| Change the cloak projection of a live module-owned unit. | |
| Result< void > | queueScriptCommand (RTSReplayCommand command) |
| Queue one stable-identity command on the script profile's deterministic tick timeline. | |
| Result< std::string > | exportScriptCommandLog () const |
| Export the complete retained script-profile command history. | |
| Result< void > | importScriptCommandLog (std::string_view text, bool clearExisting=true) |
| Atomically import commands at or after the next script simulation tick. | |
| std::uint64_t | scriptTick () const noexcept |
| Return the most recently completed script simulation tick, or zero before stepping. | |
| Result< void > | captureScriptCheckpoint (std::string name) |
| Capture the complete current script-profile state under a non-empty in-memory name. | |
| Result< void > | restoreScriptCheckpoint (std::string_view name) |
| Atomically restore a named script-profile checkpoint with unchanged root topology. | |
| Result< void > | removeScriptCheckpoint (std::string_view name) |
| Remove one named in-memory script-profile checkpoint. | |
| Result< bool > | scriptCellVisible (Faction &faction, int x, int y) const |
| Query canonical script-profile fog visibility for one faction cell. | |
| Result< bool > | scriptCellExplored (Faction &faction, int x, int y) const |
| Query canonical script-profile explored memory for one faction cell. | |
| Result< Value > | scriptContact (Faction &faction, SubjectRef target) const |
| Project one faction's visible, radar, or last-known stable contact. | |
| Result< void > | remove (SubjectRef subject) |
| Remove one owned unit, building, or resource node by stable identity. | |
| Result< std::size_t > | cleanupDestroyed () |
| Physically remove dead units and buildings and repair all module-owned relationships. | |
| std::size_t | unitCount () const noexcept |
| Return the number of live Unit roots owned by this module. | |
| std::size_t | buildingCount () const noexcept |
| Return the number of live Building roots owned by this module. | |
| std::size_t | resourceNodeCount () const noexcept |
| Return the number of live resource nodes owned by this module. | |
| std::size_t | playerCount () const noexcept |
| Return the number of live Player roots owned by this module. | |
| std::size_t | factionCount () const noexcept |
| Return the number of live Faction roots owned by this module. | |
| std::size_t | matchCount () const noexcept |
| Return the number of live Match roots owned by this module. | |
Public 成员函数 继承自 eve::Module | |
| virtual | ~Module () |
| Module. | |
| virtual std::string | getName () const =0 |
| Returns the name. | |
Public 成员函数 继承自 eve::IGameplayControlProvider | |
| virtual | ~IGameplayControlProvider ()=default |
| Releases IGameplayControlProvider resources. | |
Public 成员函数 继承自 eve::IGameplayInstanceCatalog | |
| virtual | ~IGameplayInstanceCatalog ()=default |
| Releases IGameplayInstanceCatalog resources. | |
额外继承的成员函数 | |
静态 Public 属性 继承自 eve::IGameplayControlProvider | |
| static constexpr const char * | capabilityName = "IGameplayControlProvider" |
静态 Public 属性 继承自 eve::IGameplayInstanceCatalog | |
| static constexpr const char * | capabilityName = "IGameplayInstanceCatalog" |
详细描述
Owns RTS root entities and coordinates the phase-one systems.
The module owns only the ECS handles it created. Components remain the authoritative state owners, while action lifecycle state remains owned by the caller-provided action::ActionRuntime through IRTSActionExecutor.
构造及析构函数说明
◆ RTS()
◆ ~RTS()
|
override |
Destroy only live entities created through this module.
引用了 eve::rts::FogOfWarSystem::clear(), setCombatProviders() , 以及 setCrowdProvider().
成员函数说明
◆ addBuildingAmmoSupply()
Add or remove depot ammunition supply, clamped to the building's storage capacity.
引用了 eve::Applied, eve::Conflict, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::InvalidArgument, eve::StaleHandle, eve::Status::success() , 以及 eve::Result< T >::success().
◆ addMatchParticipant()
| Result< void > eve::rts::RTS::addMatchParticipant | ( | Match & | match, |
| Faction & | faction, | ||
| int | team | ||
| ) | const |
Add one owned faction to one owned setup-phase match.
引用了 eve::rts::MatchSystem::addParticipant(), eve::Diagnostic::error(), eve::Result< T >::failure(), findFaction() , 以及 eve::InvalidArgument.
◆ addScriptResource()
| Result< void > eve::rts::RTS::addScriptResource | ( | Faction & | faction, |
| std::string | resource, | ||
| std::int64_t | amount | ||
| ) |
Credit one faction's script-profile canonical economy account.
引用了 eve::Applied, eve::Conflict, cost, eve::Diagnostic::error(), eve::Result< T >::failure(), found, eve::NotFound, resource, eve::resource::CostSpec::single(), eve::StaleHandle, eve::Status::success() , 以及 eve::Result< T >::success().
◆ addUnitAmmoSupply()
Add or remove mobile ammunition supply, clamped to the unit's carrying capacity.
引用了 eve::Applied, eve::Conflict, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::InvalidArgument, eve::StaleHandle, eve::Status::success(), eve::Result< T >::success() , 以及 unit.
◆ addUnitReserveAmmo()
Add or remove reserve ammunition through the unit's canonical weapon ammunition owner.
引用了 eve::weapon::Ammo, eve::Applied, capacity, eve::Conflict, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::NotFound, resource, eve::StaleHandle, eve::Status::success(), eve::Result< T >::success() , 以及 unit.
◆ advanceGameplay()
|
overridevirtual |
Advance one provider-owned instance using injected deterministic time.
Advance gameplay.
实现了 eve::IGameplayControlProvider.
引用了 eve::Conflict, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::NotFound, observeGameplay(), eve::PreconditionViolation, session, step , 以及 eve::SimulationStep::tick.
◆ applyEffect() [1/2]
| Result< effects::EffectHandle > eve::rts::RTS::applyEffect | ( | Building & | building, |
| const RTSEffectDefinition & | definition | ||
| ) | const |
Apply a typed effect to a module-owned Building component.
引用了 eve::Diagnostic::error(), eve::Result< T >::failure() , 以及 eve::StaleHandle.
◆ applyEffect() [2/2]
| Result< effects::EffectHandle > eve::rts::RTS::applyEffect | ( | Unit & | unit, |
| const RTSEffectDefinition & | definition | ||
| ) | const |
Apply a typed effect to a module-owned Unit component.
引用了 eve::Diagnostic::error(), eve::Result< T >::failure(), eve::StaleHandle , 以及 unit.
◆ applyStatusEffect()
| Result< effects::EffectHandle > eve::rts::RTS::applyStatusEffect | ( | SubjectRef | source, |
| SubjectRef | target, | ||
| std::string | effect, | ||
| double | durationOverride = -1.0 |
||
| ) |
Resolve and apply one canonical data-defined status effect to an owned combat root.
引用了 eve::Conflict, duration, effect, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::NotFound, source, target , 以及 unit.
◆ assignBuilder()
Replace one capable friendly worker's orders with construction of an unfinished building.
引用了 eve::Conflict, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::rts::CommandSpec::kind, eve::StaleHandle, eve::rts::CommandSpec::target , 以及 eve::rts::CommandSpec::targetEntity.
◆ assignWorker()
| Result< void > eve::rts::RTS::assignWorker | ( | Unit & | worker, |
| ResourceNode & | node, | ||
| Building & | dropoff | ||
| ) | const |
Atomically bind one worker to a compatible resource node and friendly dropoff.
引用了 eve::Applied, eve::Conflict, eve::Diagnostic::error(), eve::Result< T >::failure(), handle, eve::rts::CommandSpec::kind, node, previous, eve::StaleHandle, eve::Status::success(), eve::Result< T >::success(), eve::rts::CommandSpec::target, eve::rts::CommandSpec::targetEntity , 以及 eve::rts::WorldPosition::x.
◆ availableGameplayActions()
|
overridevirtual |
Discover currently legal player-semantic actions for one subject.
Available gameplay actions.
实现了 eve::IGameplayControlProvider.
引用了 actions, eve::Diagnostic::error(), handle, eve::NotFound, number, eve::PreconditionViolation, session, subject , 以及 unit.
◆ build()
| Result< RTSBuildReceipt > eve::rts::RTS::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 = {} |
||
| ) |
Submit a building production action through the canonical transaction facade.
- 参数
-
building Borrowed module-owned building. action Borrowed shared ActionRuntime. account Borrowed authoritative resource account. cost Positive resource cost copied into the transaction. product Stable production product identifier. duration Positive deterministic production duration. productionKind Production queue kind, defaulting to unit.priority Production queue priority. transactionId Optional transaction correlation id. definition Optional pinned definition generation used during settlement.
- 返回
- Committed build receipt or a checked failure with no partial state.
引用了 account, action, cost, eve::resource::ResourceCost::create(), duration, eve::Diagnostic::error(), eve::Result< T >::failure(), priority, resource , 以及 eve::StaleHandle.
◆ buildingCount()
|
noexcept |
Return the number of live Building roots owned by this module.
被这些函数引用 rebuildState() , 以及 restoreState().
◆ cancelFireSupport()
Cancel every suppression mission assigned for one owned requester.
引用了 eve::Diagnostic::error(), eve::Result< T >::failure() , 以及 eve::StaleHandle.
◆ cancelProduction()
| Result< RTSCancelProductionReceipt > eve::rts::RTS::cancelProduction | ( | Building & | building, |
| resource::IResourceAccount & | account, | ||
| std::string | productionTaskId, | ||
| std::string | orderId, | ||
| resource::CostSpec | refund, | ||
| std::string | reason = "production cancelled" |
||
| ) |
Atomically cancel one paid production task and refund its complete cost.
引用了 account, eve::Diagnostic::error(), eve::Result< T >::failure() , 以及 eve::StaleHandle.
◆ cancelScriptAbility()
Cancel an active ability channel without refunding its resource cost or cooldown.
引用了 eve::Applied, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::NotFound, eve::StaleHandle, subject, eve::Status::success(), eve::Result< T >::success() , 以及 unit.
◆ cancelScriptConstruction()
| Result< resource::Receipt > eve::rts::RTS::cancelScriptConstruction | ( | Building & | building | ) |
Cancel one unfinished paid construction, clear its builders, and refund remaining value.
引用了 eve::Diagnostic::error(), eve::Result< T >::failure(), eve::NotFound, eve::PreconditionViolation, eve::rts::Building::release(), eve::StaleHandle , 以及 value.
◆ cancelScriptProduction()
| Result< RTSCancelProductionReceipt > eve::rts::RTS::cancelScriptProduction | ( | Building & | producer, |
| int | queueIndex = -1 |
||
| ) |
Cancel one queued script production/research task by live queue index and refund its full cost.
引用了 active, eve::production::Cancelled, eve::production::Completed, eve::Diagnostic::error(), eve::production::Failed, eve::Result< T >::failure(), index, eve::InvalidArgument, eve::NotFound, eve::StaleHandle, taskId , 以及 value.
◆ canonicalStateJson()
| Result< std::string > eve::rts::RTS::canonicalStateJson | ( | ) | const |
◆ captureScriptCheckpoint()
| Result< void > eve::rts::RTS::captureScriptCheckpoint | ( | std::string | name | ) |
Capture the complete current script-profile state under a non-empty in-memory name.
引用了 eve::rts::RTS::ScriptRuntime::Checkpoint::aiProductionSequence, eve::Applied, eve::rts::RTS::ScriptRuntime::Checkpoint::commandLog, eve::Conflict, eve::rts::RTS::ScriptRuntime::Checkpoint::economies, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::rts::RTS::ScriptRuntime::Checkpoint::fovs, eve::InvalidArgument, key, name, eve::rts::RTS::ScriptRuntime::Checkpoint::navigationCosts, eve::rts::RTS::ScriptRuntime::Checkpoint::nextTick, eve::rts::RTS::ScriptRuntime::Checkpoint::paidConstruction, eve::rts::RTS::ScriptRuntime::Checkpoint::paidProduction, eve::rts::RTS::ScriptRuntime::Checkpoint::pendingProductionSubjects, eve::rts::RTS::ScriptRuntime::Checkpoint::roots, eve::Status::success(), eve::Result< T >::success(), eve::rts::RTS::ScriptRuntime::Checkpoint::terrainElevations, x , 以及 y.
◆ castScriptAbility()
| Result< void > eve::rts::RTS::castScriptAbility | ( | Unit & | caster, |
| std::string | ability, | ||
| SubjectRef | target, | ||
| WorldPosition | point | ||
| ) |
Cast one canonical data-defined ability through the composed damage/effect/economy providers.
引用了 eve::rts::AbilitySpec::appliesEffect, eve::rts::AbilitySpec::casterDefinition, eve::rts::AbilitySpec::castTime, eve::rts::AbilitySpec::channelTickInterval, eve::rts::AbilitySpec::cooldown, cost, eve::rts::AbilitySpec::damage, eve::rts::AbilitySpec::damageType, eve::rts::AbilitySpec::effect, eve::Diagnostic::error(), eve::Result< T >::failure(), found, eve::Value::fromJson(), eve::LogicalId::fromParts(), eve::rts::AbilitySpec::healing, id, eve::rts::AbilitySpec::id, eve::rts::AbilitySpec::interruptOnDamage, eve::InvalidArgument, eve::LogicalId::isValid(), name, eve::NotFound, object, point, radius, eve::rts::AbilitySpec::radius, range, eve::rts::AbilitySpec::range, request, eve::rts::AbilitySpec::resourceCost, eve::rts::AbilitySpec::resourceType, eve::StaleHandle, target, eve::rts::AbilitySpec::target, tick, unit , 以及 value.
◆ cleanupDestroyed()
| Result< std::size_t > eve::rts::RTS::cleanupDestroyed | ( | ) |
Physically remove dead units and buildings and repair all module-owned relationships.
- 返回
- Number of gameplay roots removed in this cleanup pass.
引用了 eve::Applied, handle, eve::NoOp, removed, eve::Status::success(), eve::Result< T >::success() , 以及 unit.
◆ clearBuildingRally()
Clear rally dispatch, transport assignment, and reinforcement policy.
引用了 eve::Applied, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::StaleHandle, eve::Status::success() , 以及 eve::Result< T >::success().
◆ commandUnits()
| Result< FanOutReceipt > eve::rts::RTS::commandUnits | ( | std::span< const SubjectRef > | subjects, |
| const CommandSpec & | command, | ||
| const FormationSpec & | formation = {} |
||
| ) | const |
Resolve stable unit identities and fan out one generic command.
- 参数
-
subjects Stable identities in deterministic selection order. command Generic command accepted by the shared order component. formation Deterministic formation layout.
- 返回
- Accepted order ids, or an atomic failure when any identity is missing.
在文件 RTSCommands.cpp 第 12 行定义.
引用了 eve::Diagnostic::error(), eve::Result< T >::failure(), fanOut(), findUnit(), index, eve::NotFound, unit , 以及 eve::rts::Player::Selection::units.
被这些函数引用 eve::rts::script_internal::exposeFormationBindings().
◆ configureMatch()
| Result< void > eve::rts::RTS::configureMatch | ( | Match & | match, |
| VictoryRule | rule, | ||
| std::string | archetype = {}, |
||
| double | targetValue = 0.0 |
||
| ) | const |
Configure one owned setup-phase match victory rule.
引用了 eve::Applied, eve::Conflict, eve::rts::DestroyHeadquarters, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::InvalidArgument, eve::rts::ResourceTarget, eve::rts::Setup, eve::Status::success() , 以及 eve::Result< T >::success().
◆ configureScriptAI()
| Result< void > eve::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 |
||
| ) |
Configure a faction's deterministic worker replenishment, army production, and attack policy.
- 参数
-
faction Owned faction whose strategy is changed. workerDefinition Unit definition used until the worker target is met. armyDefinition Unit definition produced for the attack force. targetBuildingDefinition Preferred hostile building definition. desiredWorkers Minimum live worker count. attackThreshold Minimum live army count before attacking. thinkInterval Positive decision interval in seconds. formationSpacing Positive attack formation spacing. enabled Whether the strategy runs.
引用了 eve::Applied, eve::Conflict, enabled, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::InvalidArgument, eve::LogicalId::isValid(), eve::LogicalId::name(), eve::StaleHandle, eve::Status::success() , 以及 eve::Result< T >::success().
◆ configureScriptWorld()
| Result< void > eve::rts::RTS::configureScriptWorld | ( | int | width, |
| int | height, | ||
| float | cellSize, | ||
| float | originX = 0.0f, |
||
| float | originY = 0.0f |
||
| ) |
Configure canonical providers owned by the self-contained Squirrel composition profile.
引用了 account, eve::Applied, eve::Conflict, cost, created, eve::resource::IResourceAccount::credit(), eve::resource::IResourceAccount::debit(), distance, dx, dy, eve::crowd::AvoidanceSettings::enabled, eve::Diagnostic::error(), eve::Result< T >::failure(), found, from, handle, height, eve::scheduling::ItemMetadata::id, eve::InvalidArgument, key, eve::NoOp, eve::NotFound, eve::LogicalId::parse(), pending, placed, point, eve::production::ProductionTask::product, queued, resource, source, eve::StaleHandle, eve::Status::success(), eve::Result< T >::success(), t, target, to, unit, width, x, eve::rts::WorldPosition::x , 以及 y.
◆ configureSettlementRules()
| Result< void > eve::rts::RTS::configureSettlementRules | ( | const settlement::SettlementRuleSet & | rules | ) |
Replace declarative settlement rules on the active canonical damage provider.
- 返回
- Applied, or NotFound when no combat provider is attached; failure retains previous rules. @thread Call on the RTS owning simulation thread outside update. @reentrancy Does not invoke gameplay callbacks.
引用了 eve::combat::DamageRuntime::configureSettlementRules(), eve::Diagnostic::error(), eve::Result< T >::failure() , 以及 eve::NotFound.
◆ configureWorkforce()
| Result< void > eve::rts::RTS::configureWorkforce | ( | Faction & | faction, |
| bool | autoConstruction, | ||
| int | maxBuildersPerSite, | ||
| bool | autoRepair, | ||
| int | maxRepairersPerBuilding, | ||
| int | reserveWorkers | ||
| ) | const |
Configure deterministic idle-worker construction and repair assignment for one faction.
引用了 eve::Applied, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::InvalidArgument, eve::StaleHandle, eve::Status::success() , 以及 eve::Result< T >::success().
◆ escortUnits()
| Result< FanOutReceipt > eve::rts::RTS::escortUnits | ( | std::span< const SubjectRef > | subjects, |
| SubjectRef | protectedSubject, | ||
| float | guardRadius = 6.0f, |
||
| float | spacing = 1.5f |
||
| ) | const |
Assign stable circular guard slots around one live friendly unit or building.
引用了 alive, angle, center, eve::Conflict, distance, eve::Diagnostic::error(), eve::Result< T >::failure(), index, eve::InvalidArgument, eve::rts::CommandSpec::kind, left, eve::NotFound, right, spacing, eve::rts::CommandSpec::target, eve::rts::CommandSpec::targetEntity, unit , 以及 eve::rts::WorldPosition::x.
◆ evacuateBuilding()
| Result< std::size_t > eve::rts::RTS::evacuateBuilding | ( | Building & | building, |
| WorldPosition | destination | ||
| ) | const |
Evacuate every occupant from a module-owned building around a deterministic destination.
引用了 eve::Diagnostic::error(), eve::Result< T >::failure() , 以及 eve::InvalidArgument.
◆ exportScriptCommandLog()
| Result< std::string > eve::rts::RTS::exportScriptCommandLog | ( | ) | const |
Export the complete retained script-profile command history.
引用了 eve::Applied, eve::Conflict, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::Status::success() , 以及 eve::Result< T >::success().
◆ factionCount()
|
noexcept |
Return the number of live Faction roots owned by this module.
被这些函数引用 rebuildState() , 以及 restoreState().
◆ fanOut()
| Result< FanOutReceipt > eve::rts::RTS::fanOut | ( | Player::Selection & | selection, |
| const CommandSpec & | command, | ||
| const FormationSpec & | formation | ||
| ) | const |
Fan one common command out through a player's selected unit handles.
- 参数
-
selection Player-owned generation-checked selection projection. command Generic Move/Attack/Build/Gather command. formation Deterministic formation layout.
- 返回
- Accepted order ids in selection order.
在文件 RTSCommands.cpp 第 4 行定义.
引用了 eve::rts::CommandFanOutSystem::fanOut(), eve::rts::Player::Selection::revision , 以及 eve::rts::Player::Selection::units.
被这些函数引用 commandUnits() , 以及 submitGameplay().
◆ findBuilding()
|
noexcept |
Resolve a module-owned building by persistent subject identity.
引用了 subject.
被这些函数引用 restoreState().
◆ findFaction()
|
noexcept |
Resolve a module-owned faction by persistent subject identity.
引用了 subject.
被这些函数引用 addMatchParticipant(), restoreState() , 以及 surrenderMatch().
◆ findMatch()
|
noexcept |
◆ findResourceNode()
|
noexcept |
Resolve a module-owned resource node by persistent subject identity.
引用了 subject.
被这些函数引用 restoreState().
◆ findUnit()
|
noexcept |
Resolve a module-owned unit by persistent subject identity.
引用了 subject.
被这些函数引用 commandUnits(), restoreState() , 以及 submitMovementGroup().
◆ gameplayDomain()
|
overridevirtualnoexcept |
Stable provider domain used for discovery and routing.
Gameplay domain.
◆ gameplayEvents()
|
overridevirtual |
Return events strictly newer than an instance-local sequence cursor.
Gameplay events.
实现了 eve::IGameplayControlProvider.
引用了 eve::Applied, eve::SubjectRef::format(), eve::NoOp, observeGameplay(), session , 以及 eve::Status::success().
◆ gameplayInstances()
|
overridevirtual |
◆ heal()
| Result< double > eve::rts::RTS::heal | ( | SubjectRef | source, |
| SubjectRef | target, | ||
| double | amount | ||
| ) | const |
Restore health on one live owned unit or building, capped by canonical maximum health.
引用了 alive, eve::Applied, eve::Conflict, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::combat::DamageRuntime::heal(), eve::InvalidArgument, eve::LogicalId::isValid(), eve::NoOp, eve::NotFound, source, state, eve::Status::success(), eve::Result< T >::success(), target, unit , 以及 valid.
◆ importScriptCommandLog()
| Result< void > eve::rts::RTS::importScriptCommandLog | ( | std::string_view | text, |
| bool | clearExisting = true |
||
| ) |
Atomically import commands at or after the next script simulation tick.
引用了 eve::Conflict, eve::Diagnostic::error(), eve::Result< T >::failure() , 以及 text.
◆ inspectFrameEvents()
| Value eve::rts::RTS::inspectFrameEvents | ( | ) | const |
Project damage transactions completed since the latest step boundary.
- 返回
- Owning presentation data excluded from deterministic snapshots and state hashes.
引用了 eve::combat::Death, events, eve::combat::Flinch, kind, eve::combat::Knockdown, left, eve::combat::None, right, sequence, eve::combat::Stagger , 以及 value.
◆ inspectMatch()
Return an owning deterministic projection of one match lifecycle.
引用了 eve::Diagnostic::error(), events, eve::Result< T >::failure(), eve::InvalidArgument, phase, eve::rts::Running , 以及 eve::rts::Setup.
◆ inspectState()
| Value eve::rts::RTS::inspectState | ( | ) | const |
Project live module roots into an owning script/debug value.
- 返回
- Deterministically ordered arrays of units, buildings, resource nodes and factions.
引用了 eve::weapon::Ammo, capacity, eve::rts::combatStanceName(), current, handle, kind, maximum, node, order, eve::rts::orderKindName(), resource, subject, unit, units, x , 以及 y.
◆ linkBuildingRally()
Copy a grouped reinforcement rally and composition policy from a friendly producer.
引用了 eve::Applied, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::PreconditionViolation, source, eve::StaleHandle, eve::Status::success() , 以及 eve::Result< T >::success().
◆ loadContent()
|
inline |
◆ loadScriptContent()
| Result< ContentImportReceipt > eve::rts::RTS::loadScriptContent | ( | std::string_view | json | ) |
◆ matchCount()
|
noexcept |
Return the number of live Match roots owned by this module.
被这些函数引用 rebuildState() , 以及 restoreState().
◆ Module_REG()
| eve::rts::RTS::Module_REG | ( | RTS | ) |
◆ newBuilding()
| Result< Building * > eve::rts::RTS::newBuilding | ( | SubjectRef | subject, |
| LogicalId | definition = {} |
||
| ) |
Create and own one Building root.
- 参数
-
subject Stable persistent subject identity. definition Optional logical building definition.
- 返回
- Borrowed pointer valid until the entity is destroyed or this module is destroyed.
引用了 eve::Applied, eve::Conflict, eve::rts::Building::createBuilding(), eve::Diagnostic::error(), eve::Failed, eve::Result< T >::failure(), eve::InvalidArgument, eve::rts::Building::release(), status, subject, eve::Status::success() , 以及 eve::Result< T >::success().
被这些函数引用 newFactionBuilding() , 以及 rebuildState().
◆ newFaction()
| Result< Faction * > eve::rts::RTS::newFaction | ( | SubjectRef | subject | ) |
Create and own one Faction root with a valid subject identity.
引用了 eve::Applied, eve::rts::ServiceLink< EconomyLinkTag >::bind(), eve::Conflict, eve::rts::Faction::createFaction(), eve::Diagnostic::error(), eve::Failed, eve::Result< T >::failure(), eve::InvalidArgument, key, eve::rts::Faction::release(), status, subject, eve::Status::success(), eve::Result< T >::success(), x , 以及 y.
被这些函数引用 rebuildState().
◆ newFactionBuilding()
| Result< Building * > eve::rts::RTS::newFactionBuilding | ( | Faction & | faction, |
| SubjectRef | subject, | ||
| LogicalId | definition = {} |
||
| ) |
Atomically create a Building, bind its owning faction and register canonical membership.
引用了 eve::Applied, eve::rts::EntityLink< FactionLinkTag >::bind(), created, eve::Diagnostic::error(), eve::Result< T >::failure(), newBuilding(), eve::rts::Building::release(), eve::StaleHandle, status, subject, eve::Status::success() , 以及 eve::Result< T >::success().
◆ newFactionUnit()
| Result< Unit * > eve::rts::RTS::newFactionUnit | ( | Faction & | faction, |
| SubjectRef | subject, | ||
| LogicalId | definition = {} |
||
| ) |
Atomically create a Unit, bind its owning faction and register canonical membership.
引用了 eve::Applied, eve::rts::EntityLink< FactionLinkTag >::bind(), eve::rts::ServiceLink< SensingLinkTag >::bind(), eve::rts::ServiceLink< CrowdLinkTag >::bind(), created, eve::Diagnostic::error(), eve::Result< T >::failure(), key, newUnit(), eve::rts::Faction::release(), eve::StaleHandle, status, subject, eve::Status::success(), eve::Result< T >::success() , 以及 unit.
◆ newMatch()
| Result< Match * > eve::rts::RTS::newMatch | ( | SubjectRef | subject | ) |
Create and own one independent RTS match composition root.
引用了 eve::Applied, eve::Conflict, eve::rts::Match::createMatch(), eve::Diagnostic::error(), eve::Failed, eve::Result< T >::failure(), eve::InvalidArgument, subject, eve::Status::success() , 以及 eve::Result< T >::success().
被这些函数引用 rebuildState().
◆ newPlayer()
| Result< Player * > eve::rts::RTS::newPlayer | ( | SubjectRef | subject | ) |
Create and own one Player root with a valid subject identity.
引用了 eve::Applied, eve::Conflict, eve::rts::Player::createPlayer(), eve::Diagnostic::error(), eve::Failed, eve::Result< T >::failure(), eve::InvalidArgument, subject, eve::Status::success() , 以及 eve::Result< T >::success().
被这些函数引用 rebuildState().
◆ newResourceNode()
| Result< ResourceNode * > eve::rts::RTS::newResourceNode | ( | SubjectRef | subject, |
| std::string | resourceType, | ||
| float | amount, | ||
| WorldPosition | position, | ||
| std::size_t | workerCapacity = 1 |
||
| ) |
Create and own one harvestable resource node.
引用了 eve::Applied, eve::Conflict, eve::rts::ResourceNode::createResourceNode(), eve::Diagnostic::error(), eve::Failed, eve::Result< T >::failure(), eve::InvalidArgument, node, position, subject, eve::Status::success() , 以及 eve::Result< T >::success().
被这些函数引用 rebuildState().
◆ newUnit()
| Result< Unit * > eve::rts::RTS::newUnit | ( | SubjectRef | subject, |
| LogicalId | definition = {} |
||
| ) |
Create and own one Unit root.
- 参数
-
subject Stable persistent subject identity. definition Optional logical unit definition.
- 返回
- Borrowed pointer valid until the entity is destroyed or this module is destroyed.
引用了 eve::Applied, eve::Conflict, eve::rts::Unit::createUnit(), eve::rts::RTSUnitAttributeAdapter::ensure(), eve::Diagnostic::error(), eve::Failed, eve::Result< T >::failure(), eve::InvalidArgument, status, subject, eve::Status::success(), eve::Result< T >::success() , 以及 unit.
被这些函数引用 newFactionUnit() , 以及 rebuildState().
◆ observeGameplay()
|
overridevirtual |
Observe one provider-owned gameplay instance without mutation.
Observe gameplay.
实现了 eve::IGameplayControlProvider.
引用了 current, eve::GameplayObservation::domain, eve::Diagnostic::error(), eve::Result< T >::failure(), handle, eve::GameplayObservation::instance, eve::NotFound, eve::rts::orderKindName(), eve::PreconditionViolation, eve::GameplayObservation::revision, session, eve::GameplayObservation::state, eve::Result< T >::success(), eve::GameplayObservation::tick, unit , 以及 units.
被这些函数引用 advanceGameplay() , 以及 gameplayEvents().
◆ playerCount()
|
noexcept |
Return the number of live Player roots owned by this module.
被这些函数引用 rebuildState() , 以及 restoreState().
◆ queueScriptCommand()
| Result< void > eve::rts::RTS::queueScriptCommand | ( | RTSReplayCommand | command | ) |
Queue one stable-identity command on the script profile's deterministic tick timeline.
引用了 eve::Conflict, eve::Diagnostic::error() , 以及 eve::Result< T >::failure().
被这些函数引用 eve::rts::script_internal::exposeFormationBindings().
◆ queueScriptReinforcement()
| Result< ReinforcementRequestReceipt > eve::rts::RTS::queueScriptReinforcement | ( | Building & | producer, |
| SubjectRef | unitSubject, | ||
| LogicalId | preferredDefinition, | ||
| int | priority = 0 |
||
| ) |
Queue a preferred reinforcement, deterministically trying its configured substitution chain.
引用了 eve::Diagnostic::error(), eve::Result< T >::failure(), eve::InvalidArgument, eve::LogicalId::isValid(), eve::SubjectRef::isValid(), eve::LogicalId::name() , 以及 eve::StaleHandle.
◆ queueScriptResearch()
| Result< RTSBuildReceipt > eve::rts::RTS::queueScriptResearch | ( | Building & | producer, |
| std::string | upgrade, | ||
| int | priority = 0 |
||
| ) |
Queue one paid data-defined upgrade through canonical research production.
引用了 eve::production::Cancelled, eve::production::Completed, eve::Conflict, cost, duration, eve::Diagnostic::error(), eve::production::Failed, eve::Result< T >::failure(), found, eve::Value::fromJson(), eve::Duration::fromSeconds(), index, eve::InvalidArgument, name, eve::NotFound, object, eve::PreconditionViolation, priority, eve::resource::CostSpec::single(), eve::StaleHandle, subject , 以及 value.
◆ queueScriptUnit()
| Result< RTSBuildReceipt > eve::rts::RTS::queueScriptUnit | ( | Building & | producer, |
| SubjectRef | unitSubject, | ||
| LogicalId | unitDefinition, | ||
| int | priority = 0 |
||
| ) |
Queue one data-defined unit through canonical production, action, and economy providers.
引用了 eve::Conflict, cost, duration, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::SubjectRef::format(), eve::Value::fromJson(), eve::Duration::fromSeconds(), eve::InvalidArgument, eve::LogicalId::isValid(), eve::SubjectRef::isValid(), eve::LogicalId::name(), eve::NotFound, number, object, priority, eve::resource::CostSpec::single(), eve::StaleHandle, subject , 以及 value.
◆ readUnitAttribute()
Read a canonical selected combat attribute through the RTS facade.
引用了 eve::Diagnostic::error(), eve::Result< T >::failure(), eve::StaleHandle , 以及 unit.
◆ rebuildState()
| Result< void > eve::rts::RTS::rebuildState | ( | const RTSStateSnapshot & | snapshot | ) |
Materialize a complete snapshot into an empty RTS module.
- 参数
-
snapshot Stable root snapshot whose relationships are rebound after creation.
- 返回
- Success when every root and relationship was restored; failures leave the module empty.
在文件 RTSRestore.cpp 第 378 行定义.
引用了 buildingCount(), eve::rts::RTSStateSnapshot::buildings, eve::Conflict, created, eve::Diagnostic::error(), factionCount(), eve::rts::RTSStateSnapshot::factions, eve::Result< T >::failure(), matchCount(), eve::rts::RTSStateSnapshot::matches, newBuilding(), newFaction(), newMatch(), newPlayer(), newResourceNode(), newUnit(), playerCount(), eve::rts::RTSStateSnapshot::players, resourceNodeCount(), eve::rts::RTSStateSnapshot::resourceNodes, restoreState(), status, subject, unitCount(), eve::rts::RTSStateSnapshot::units, value , 以及 eve::rts::RTSStateSnapshot::version.
被这些函数引用 restoreScriptCheckpoint().
◆ remove()
| Result< void > eve::rts::RTS::remove | ( | SubjectRef | subject | ) |
Remove one owned unit, building, or resource node by stable identity.
- 参数
-
subject Stable identity of the root to remove.
- 返回
- Applied when a root was removed, or NotFound when no owned gameplay root matches.
- 备注
- Removing a transport also removes its passengers. Removing a live building releases its garrison in place; destruction cleanup removes occupants that died with the building.
引用了 eve::Applied, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::InvalidArgument, node, eve::NotFound, subject, eve::Status::success(), eve::Result< T >::success() , 以及 unit.
◆ removeScriptCheckpoint()
| Result< void > eve::rts::RTS::removeScriptCheckpoint | ( | std::string_view | name | ) |
Remove one named in-memory script-profile checkpoint.
引用了 eve::Applied, eve::Diagnostic::error(), eve::Result< T >::failure(), name, eve::NotFound, eve::Status::success() , 以及 eve::Result< T >::success().
◆ requestFireSupport()
| Result< std::size_t > eve::rts::RTS::requestFireSupport | ( | Unit & | requester, |
| WorldPosition | center, | ||
| float | radius, | ||
| int | shotsPerResponder, | ||
| std::size_t | maxResponders = 0 |
||
| ) | const |
Assign eligible friendly indirect-fire units to a deterministic suppression corridor.
引用了 center, eve::Diagnostic::error(), eve::Result< T >::failure(), radius , 以及 eve::StaleHandle.
◆ resourceNodeCount()
|
noexcept |
Return the number of live resource nodes owned by this module.
被这些函数引用 rebuildState() , 以及 restoreState().
◆ restoreScriptCheckpoint()
| Result< void > eve::rts::RTS::restoreScriptCheckpoint | ( | std::string_view | name | ) |
Atomically restore a named script-profile checkpoint with unchanged root topology.
引用了 eve::Applied, cell, eve::Conflict, cost, current, eve::Diagnostic::error(), eve::Failed, eve::Result< T >::failure(), found, handle, key, name, eve::NotFound, rebuildState(), setDefinitionRegistry(), subject, eve::Status::success(), eve::Result< T >::success(), unit, valid, value, x , 以及 y.
◆ restoreState()
| Result< void > eve::rts::RTS::restoreState | ( | const RTSStateSnapshot & | snapshot | ) |
Validate and atomically restore an exact-topology RTS root snapshot.
在文件 RTSRestore.cpp 第 8 行定义.
引用了 eve::rts::TagSet::add(), eve::Applied, eve::rts::EntityLink< FactionLinkTag >::bind(), eve::rts::EntityLink< ResourceNodeLinkTag >::bind(), eve::rts::EntityLink< BuildingLinkTag >::bind(), eve::rts::EntityLink< ContainerLinkTag >::bind(), buildingCount(), eve::rts::RTSStateSnapshot::buildings, eve::Conflict, eve::rts::Match::Participants::Entry::eliminated, eve::Diagnostic::error(), eve::rts::Match::Participants::Entry::faction, factionCount(), eve::rts::RTSStateSnapshot::factions, eve::Result< T >::failure(), findBuilding(), findFaction(), findMatch(), findResourceNode(), findUnit(), found, group, groups, handle, index, matchCount(), eve::rts::RTSStateSnapshot::matches, node, eve::rts::RTSProjectileSystemSnapshot::payloads, playerCount(), eve::rts::RTSStateSnapshot::players, eve::rts::RTSStateSnapshot::projectiles, eve::rts::Match::Participants::Entry::reason, resourceNodeCount(), eve::rts::RTSStateSnapshot::resourceNodes, eve::rts::AttributeComponent::restore(), eve::rts::RTSEffectAdapter::restore(), eve::rts::RTSProjectileSystem::restore(), eve::rts::ProductionComponent::restore(), eve::rts::RTSUnitAttributeAdapter::restore(), eve::rts::OrderComponent::restoreState(), eve::rts::RTSProjectileSystemSnapshot::runtime, eve::weapon::ProjectileRuntimeSnapshot::slots, eve::rts::RTSUnitAttributeAdapter::snapshot(), source, subject, eve::Status::success(), eve::Result< T >::success(), eve::rts::Match::Participants::Entry::surrendered, tag, target, eve::rts::Match::Participants::Entry::team, unit, unitCount(), eve::rts::RTSStateSnapshot::units, valid, value, eve::rts::TagSet::values() , 以及 eve::rts::RTSStateSnapshot::version.
被这些函数引用 rebuildState().
◆ scriptCellExplored()
Query canonical script-profile explored memory for one faction cell.
引用了 eve::Applied, eve::Diagnostic::error(), eve::Result< T >::failure(), found, eve::InvalidArgument, eve::NotFound, eve::Status::success(), eve::Result< T >::success(), x , 以及 y.
◆ scriptCellVisible()
Query canonical script-profile fog visibility for one faction cell.
引用了 eve::Applied, eve::Diagnostic::error(), eve::Result< T >::failure(), found, eve::InvalidArgument, eve::NotFound, eve::Status::success(), eve::Result< T >::success(), x , 以及 y.
◆ scriptContact()
| Result< Value > eve::rts::RTS::scriptContact | ( | Faction & | faction, |
| SubjectRef | target | ||
| ) | const |
Project one faction's visible, radar, or last-known stable contact.
引用了 eve::Applied, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::InvalidArgument, eve::LogicalId::isValid(), eve::NotFound, eve::Status::success(), eve::Result< T >::success() , 以及 target.
◆ scriptResource()
| Result< std::int64_t > eve::rts::RTS::scriptResource | ( | Faction & | faction, |
| std::string_view | resource | ||
| ) | const |
Read one faction balance from the script-profile canonical economy ledger.
引用了 eve::Diagnostic::error(), eve::Result< T >::failure(), found, eve::InvalidArgument, eve::NotFound, resource, eve::StaleHandle , 以及 eve::Result< T >::success().
◆ scriptTerrainElevation()
| Result< float > eve::rts::RTS::scriptTerrainElevation | ( | int | x, |
| int | y | ||
| ) | const |
Read one authoritative script-profile terrain elevation.
引用了 eve::Applied, eve::Conflict, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::InvalidArgument, eve::Status::success(), eve::Result< T >::success(), x , 以及 y.
◆ scriptTick()
|
noexcept |
◆ sellScriptBuilding()
| Result< resource::Receipt > eve::rts::RTS::sellScriptBuilding | ( | Building & | building | ) |
Sell one completed building, refund its configured value and every paid queued task.
引用了 eve::production::Cancelled, eve::production::Completed, eve::Diagnostic::error(), eve::production::Failed, eve::Result< T >::failure(), eve::Value::fromJson(), eve::InvalidArgument, eve::NotFound, object, eve::PreconditionViolation, eve::rts::Building::release(), eve::resource::CostSpec::single(), eve::StaleHandle , 以及 value.
◆ setAIProductionRequest()
|
inline |
◆ setAmmoProductionPurchase()
|
inline |
◆ setBuildingRally()
| Result< void > eve::rts::RTS::setBuildingRally | ( | Building & | producer, |
| CommandSpec | command, | ||
| bool | groupedReinforcements = false |
||
| ) | const |
Set the command copied to completed production, optionally creating a reinforcement group.
引用了 eve::Applied, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::InvalidArgument, eve::rts::CommandSpec::kind, eve::StaleHandle, eve::Status::success(), eve::Result< T >::success(), valid , 以及 eve::rts::CommandSpec::validate().
◆ setCombatHeightQuery()
|
inline |
◆ setCombatProviders()
|
noexcept |
◆ setCrowdProvider()
|
noexcept |
◆ setDefinitionRegistry()
|
inlinenoexcept |
Attach the canonical definition registry used to settle completed research.
被这些函数引用 restoreScriptCheckpoint().
◆ setFireLineQuery()
|
inline |
◆ setFogProvider()
|
noexcept |
Install the faction-to-canonical-FOV resolver used by fog-of-war projection.
引用了 eve::rts::FogOfWarSystem::clear() , 以及 handle.
◆ setMatchResourceQuery()
|
inline |
◆ setNavigationProvider()
|
noexcept |
Attach the canonical map pathfinder and world/grid conversion used by unit navigation.
在文件 RTSTraffic.cpp 第 237 行定义.
◆ setPassiveIncomeCredit()
|
inline |
◆ setProductionResourceReserve()
| Result< void > eve::rts::RTS::setProductionResourceReserve | ( | Faction & | faction, |
| std::string | resource, | ||
| std::int64_t | amount, | ||
| int | minimumPriority | ||
| ) |
Configure or clear a faction-wide production resource floor shared by all factories.
引用了 eve::Applied, eve::resource::ResourceCost::create(), eve::Diagnostic::error(), eve::Result< T >::failure(), eve::InvalidArgument, resource, eve::StaleHandle, eve::Status::success(), eve::Result< T >::success() , 以及 valid.
◆ setProductionSpawn()
|
inline |
◆ setProductionSpawnPosition()
|
inline |
◆ setProjectileCollisionQuery()
|
inline |
◆ setReinforcementAutoCancel()
| Result< void > eve::rts::RTS::setReinforcementAutoCancel | ( | Building & | producer, |
| float | seconds | ||
| ) | const |
Configure delayed cancellation/refund while a reinforcement group remains capped.
引用了 eve::Applied, eve::Diagnostic::error(), eve::Result< T >::failure(), group, handle, eve::InvalidArgument, eve::Status::success() , 以及 eve::Result< T >::success().
◆ setReinforcementCancel()
|
inline |
◆ setReinforcementFallback()
| Result< void > eve::rts::RTS::setReinforcementFallback | ( | Building & | producer, |
| std::string | preferred, | ||
| std::string | fallback | ||
| ) | const |
Set or clear one acyclic preferred-to-substitute mapping across a linked group.
引用了 eve::Applied, eve::Conflict, current, eve::Diagnostic::error(), eve::Result< T >::failure(), group, handle, eve::InvalidArgument, start, eve::Status::success() , 以及 eve::Result< T >::success().
◆ setReinforcementLimit()
| Result< void > eve::rts::RTS::setReinforcementLimit | ( | Building & | producer, |
| std::size_t | maximum | ||
| ) | const |
Set the maximum living size of a linked reinforcement group; zero removes the cap.
引用了 eve::Applied, eve::Diagnostic::error(), eve::Result< T >::failure(), group, handle, maximum, eve::PreconditionViolation, eve::Status::success() , 以及 eve::Result< T >::success().
◆ setReinforcementTransport()
| Result< void > eve::rts::RTS::setReinforcementTransport | ( | Building & | producer, |
| Unit * | transport, | ||
| std::size_t | minimumLoad = 0 |
||
| ) | const |
Route reinforcements through an exclusive friendly transport, or clear with null.
引用了 eve::Applied, eve::Conflict, eve::Diagnostic::error(), eve::Result< T >::failure(), handle, eve::InvalidArgument, eve::PreconditionViolation, eve::StaleHandle, eve::Status::success() , 以及 eve::Result< T >::success().
◆ setReinforcementTypeLimit()
| Result< void > eve::rts::RTS::setReinforcementTypeLimit | ( | Building & | producer, |
| std::string | unitType, | ||
| std::size_t | maximum | ||
| ) | const |
Set or clear one unit type's living cap across a linked reinforcement group.
引用了 eve::Applied, eve::Diagnostic::error(), eve::Result< T >::failure(), group, handle, eve::InvalidArgument, maximum, eve::Status::success() , 以及 eve::Result< T >::success().
◆ setReinforcementTypePriority()
| Result< void > eve::rts::RTS::setReinforcementTypePriority | ( | Building & | producer, |
| std::string | unitType, | ||
| int | priority | ||
| ) | const |
Set or clear one unit type's contention priority across a linked reinforcement group.
引用了 eve::Applied, eve::Diagnostic::error(), eve::Result< T >::failure(), group, handle, eve::InvalidArgument, priority, eve::Status::success() , 以及 eve::Result< T >::success().
◆ setRepairDebit()
|
inline |
◆ setResourceCredit()
|
inline |
◆ setScriptNavigationBlocked()
| Result< void > eve::rts::RTS::setScriptNavigationBlocked | ( | int | x, |
| int | y, | ||
| bool | blocked | ||
| ) |
Change one cell in the script profile's canonical pathfinder and crowd field.
引用了 eve::Applied, eve::Conflict, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::InvalidArgument, key, eve::Status::success(), eve::Result< T >::success(), x , 以及 y.
◆ setScriptNavigationCost()
| Result< void > eve::rts::RTS::setScriptNavigationCost | ( | int | x, |
| int | y, | ||
| float | cost | ||
| ) |
Change one positive cell traversal cost in the script profile's canonical providers.
引用了 eve::Applied, eve::Conflict, cost, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::InvalidArgument, eve::Status::success(), eve::Result< T >::success(), x , 以及 y.
◆ setScriptTerrainElevation()
| Result< void > eve::rts::RTS::setScriptTerrainElevation | ( | int | x, |
| int | y, | ||
| float | elevation | ||
| ) |
Set one finite authoritative terrain elevation shared by fog and combat queries.
引用了 eve::Applied, eve::Conflict, elevation, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::InvalidArgument, eve::Status::success(), eve::Result< T >::success(), x , 以及 y.
◆ setUnitAttribute()
| Result< void > eve::rts::RTS::setUnitAttribute | ( | Unit & | unit, |
| std::string_view | attribute, | ||
| double | value | ||
| ) | const |
Set a canonical selected combat attribute through the RTS facade.
引用了 eve::Diagnostic::error(), eve::Result< T >::failure(), eve::StaleHandle, unit , 以及 value.
◆ setUnitAutoResupply()
Enable or disable automatic supply dispatch and cancel an active supply mission when disabled.
引用了 eve::Applied, eve::Conflict, current, enabled, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::StaleHandle, eve::Status::success(), eve::Result< T >::success() , 以及 unit.
◆ setUnitCloaked()
Change the cloak projection of a live module-owned unit.
引用了 eve::Applied, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::InvalidArgument, eve::Status::success(), eve::Result< T >::success() , 以及 unit.
◆ setUnitMovementPriority()
| Result< void > eve::rts::RTS::setUnitMovementPriority | ( | std::span< const SubjectRef > | subjects, |
| int | priority | ||
| ) | const |
Set collision/traffic contention priority for module-owned units atomically.
引用了 eve::Applied, eve::Diagnostic::error(), eve::Result< T >::failure(), index, eve::NotFound, priority, eve::Status::success(), eve::Result< T >::success(), unit , 以及 units.
◆ setUnitStance()
| Result< void > eve::rts::RTS::setUnitStance | ( | std::span< const SubjectRef > | subjects, |
| CombatStance | stance, | ||
| float | leashRange | ||
| ) | const |
Set automatic combat stance and pursuit leash for module-owned units atomically.
引用了 eve::Diagnostic::error(), eve::Result< T >::failure(), index, eve::InvalidArgument, eve::NotFound, unit , 以及 units.
◆ setWorkerAutoAssignment()
| Result< void > eve::rts::RTS::setWorkerAutoAssignment | ( | std::span< const SubjectRef > | subjects, |
| bool | enabled | ||
| ) | const |
Enable or disable deterministic idle-worker assignment for module-owned units atomically.
引用了 eve::Applied, eve::Conflict, enabled, eve::Diagnostic::error(), eve::Result< T >::failure(), index, eve::NotFound, eve::Status::success(), eve::Result< T >::success() , 以及 unit.
◆ snapshotState()
| Result< RTSStateSnapshot > eve::rts::RTS::snapshotState | ( | ) | const |
Capture all module-owned RTS root state using stable subject relationships.
在文件 RTSSnapshot.cpp 第 166 行定义.
引用了 eve::rts::RTSStateSnapshot::buildings, eve::rts::RTSStateSnapshot::factions, groups, handle, eve::rts::RTSStateSnapshot::matches, eve::rts::RTSStateSnapshot::movementGroups, node, eve::rts::RTSStateSnapshot::players, eve::rts::RTSStateSnapshot::resourceNodes, eve::rts::RTSUnitSnapshot::subject, eve::rts::RTSBuildingSnapshot::subject, eve::rts::RTSMatchSnapshot::subject, unit, eve::rts::RTSStateSnapshot::units , 以及 value.
◆ startMatch()
Start one owned match after participant/rule validation.
引用了 eve::Diagnostic::error(), eve::Result< T >::failure(), eve::InvalidArgument , 以及 eve::rts::MatchSystem::start().
◆ startScriptConstruction()
| Result< Building * > eve::rts::RTS::startScriptConstruction | ( | Faction & | faction, |
| SubjectRef | buildingSubject, | ||
| LogicalId | buildingDefinition, | ||
| WorldPosition | position, | ||
| Unit & | builder | ||
| ) |
Start one paid data-defined construction project assigned to a canonical worker order.
引用了 eve::Applied, cost, created, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::Value::fromJson(), eve::InvalidArgument, eve::LogicalId::isValid(), eve::SubjectRef::isValid(), eve::rts::CommandSpec::kind, eve::LogicalId::name(), eve::NotFound, object, position, eve::PreconditionViolation, eve::rts::Building::release(), eve::resource::CostSpec::single(), eve::StaleHandle, status, subject, eve::Status::success(), eve::Result< T >::success(), eve::rts::CommandSpec::target , 以及 eve::rts::CommandSpec::targetEntity.
◆ stateHash()
| Result< ContentId > eve::rts::RTS::stateHash | ( | const SnapshotHashProvider & | hashProvider | ) | const |
Hash the deterministic synchronization projection through the engine snapshot boundary.
在文件 RTSSnapshot.cpp 第 830 行定义.
◆ step()
| Result< std::size_t > eve::rts::RTS::step | ( | const SimulationStep & | step, |
| IRTSActionExecutor & | executor | ||
| ) |
Run phase-one simulation systems in deterministic order.
- 参数
-
step Injected simulation tick and duration. executor Borrowed adapter over the shared ActionRuntime.
- 返回
- Number of processed records across the systems.
引用了 actions, eve::Applied, eve::Result< T >::failure(), handle, request, status, eve::Status::success(), eve::Result< T >::success(), eve::SimulationStep::tick, tick , 以及 unit.
◆ stepScript()
| Result< std::size_t > eve::rts::RTS::stepScript | ( | double | seconds | ) |
Advance one script-owned fixed step through the canonical ActionRuntime adapter.
- 参数
-
seconds Positive deterministic step duration in seconds.
- 返回
- Number of processed records across the composed systems.
- 备注
- Native games should prefer
step(SimulationStep, IRTSActionExecutor&)and inject their shared runtime. This convenience boundary exists for self-contained Squirrel examples.
引用了 eve::Applied, commands, eve::Conflict, duration, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::Duration::fromSeconds(), eve::InvalidArgument, step, eve::Status::success(), eve::Result< T >::success() , 以及 tick.
◆ submitGameplay()
|
overridevirtual |
Validate authority and atomically submit one domain command.
Submit gameplay.
实现了 eve::IGameplayControlProvider.
引用了 eve::GameplayCommandReceipt::acceptedTick, eve::GameplayCommand::action, eve::Applied, eve::rts::Attack, eve::GameplayCommandReceipt::commandId, eve::Conflict, eve::rts::CommandSpec::definitionId, eve::GameplayCommandReceipt::details, eve::Diagnostic::error(), eve::GameplayCommandReceipt::executionId, eve::GameplayCommand::expectedRevision, eve::Result< T >::failure(), fanOut(), eve::SubjectRef::format(), eve::LogicalId::format(), eve::GameplayCommand::id, eve::InvalidArgument, eve::rts::CommandSpec::kind, eve::rts::Move, eve::NotFound, eve::GameplayCommand::observedTick, eve::GameplayCommand::parameters, eve::PreconditionViolation, eve::GameplayCommandReceipt::resultingRevision, eve::GameplayEvent::sequence, session, eve::GameplayCommand::subject, eve::Status::success(), eve::Result< T >::success(), eve::rts::CommandSpec::target, eve::Unsupported, x , 以及 y.
◆ submitMovementGroup()
| Result< FanOutReceipt > eve::rts::RTS::submitMovementGroup | ( | const MovementGroupBatch & | batch | ) |
Commit a caller-built immediate Move group with coordinated pacing.
- 参数
-
batch Owned input borrowed only for this call; requires at least two distinct live units.
- 返回
- Per-unit order ids, or validation failure before command mutation.
- 备注
- Owner-thread only, non-reentrant, no callbacks. Membership ends on replacement, completion, death or containment. Selection changes do not change the movement group. @cost Quadratic slot assignment per submitted batch; amortize once per group command.
在文件 RTSMovementGroups.cpp 第 32 行定义.
引用了 eve::Result< T >::failure(), eve::rts::CommandFanOutSystem::fanOut(), findUnit(), eve::rts::MovementGroupBatch::formation, group, eve::rts::CommandSpec::kind, eve::rts::MovementGroupBatch::leadDistance, eve::rts::Move, eve::rts::MovementGroup, status, subject, eve::rts::MovementGroupBatch::target, eve::rts::CommandSpec::target, unit , 以及 eve::rts::MovementGroupBatch::units.
被这些函数引用 eve::rts::script_internal::exposeFormationBindings().
◆ suppressArea()
| Result< FanOutReceipt > eve::rts::RTS::suppressArea | ( | std::span< const SubjectRef > | subjects, |
| WorldPosition | start, | ||
| WorldPosition | end, | ||
| float | width = 1.0f, |
||
| int | shotsPerUnit = 0 |
||
| ) | const |
Assign persistent distributed fire along a non-degenerate world-space corridor.
引用了 eve::Conflict, end, eve::Diagnostic::error(), eve::Result< T >::failure(), index, eve::InvalidArgument, eve::rts::CommandSpec::kind, eve::NotFound, eve::rts::CommandSpec::radius, eve::rts::CommandSpec::secondaryTarget, start, eve::rts::CommandSpec::target, unit, units , 以及 width.
◆ surrenderMatch()
Surrender one owned faction from one owned running match.
引用了 eve::Diagnostic::error(), eve::Result< T >::failure(), findFaction(), eve::InvalidArgument , 以及 eve::rts::MatchSystem::surrender().
◆ unitCount()
|
noexcept |
Return the number of live Unit roots owned by this module.
被这些函数引用 rebuildState() , 以及 restoreState().
◆ unloadTransport()
| Result< std::size_t > eve::rts::RTS::unloadTransport | ( | Unit & | transport, |
| WorldPosition | destination | ||
| ) | const |
Unload every passenger from a module-owned transport around a deterministic destination.
引用了 eve::Diagnostic::error(), eve::Result< T >::failure() , 以及 eve::InvalidArgument.
该类的文档由以下文件生成:
- src/modules/rts/RTS.h
- src/modules/rts/RTS.cpp
- src/modules/rts/RTSCommands.cpp
- src/modules/rts/RTSMovementGroups.cpp
- src/modules/rts/RTSProductionSpawn.cpp
- src/modules/rts/RTSRestore.cpp
- src/modules/rts/RTSSnapshot.cpp
- src/modules/rts/RTSTraffic.cpp
Public 成员函数 继承自