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eve::tactics::Tactics 成员列表

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

acceptReaction(ecs::EntityHandle battle, SubjectRef reactor, const LogicalId &action)eve::tactics::Tactics
activeUnit(ecs::EntityHandle battle)eve::tactics::Tactics
addCell(ecs::EntityHandle battle, Cell cell, CellState state={})eve::tactics::Tactics
addEdge(ecs::EntityHandle battle, Cell from, Cell to, EdgeState state={})eve::tactics::Tactics
addObjective(ecs::EntityHandle battle, ObjectiveSpec objective)eve::tactics::Tactics
advance(ecs::EntityHandle battle, const SimulationStep &step)eve::tactics::Tactics
advanceGameplay(const GameplaySession &session, SubjectRef instance, const SimulationStep &step) overrideeve::tactics::Tacticsvirtual
attachLineOfSightBoard(ecs::EntityHandle battle)eve::tactics::Tactics
availableGameplayActions(const GameplaySession &session, SubjectRef instance, SubjectRef subject) const overrideeve::tactics::Tacticsvirtual
battleCount() const noexcepteve::tactics::Tactics
eve::capabilityNameeve::IGameplayControlProviderstatic
eve::IGameplayInstanceCatalog::capabilityNameeve::IGameplayInstanceCatalogstatic
cellsInRange(ecs::EntityHandle battle, Cell origin, int minimum, int maximum, CellRangeMetric metric)eve::tactics::Tactics
commandLogJson(ecs::EntityHandle battle, Revision revision)eve::tactics::Tactics
commandsFrom(ecs::EntityHandle battle, Revision revision)eve::tactics::Tactics
declineReaction(ecs::EntityHandle battle)eve::tactics::Tactics
defeatUnit(ecs::EntityHandle battle, SubjectRef unit)eve::tactics::Tactics
detachLineOfSightBoard(ecs::EntityHandle battle)eve::tactics::Tactics
edge(ecs::EntityHandle battle, Cell from, Cell to)eve::tactics::Tactics
endTurn(ecs::EntityHandle battle, SubjectRef actor)eve::tactics::Tactics
faceUnit(ecs::EntityHandle battle, SubjectRef actor, int facing)eve::tactics::Tactics
finish(ecs::EntityHandle battle)eve::tactics::Tactics
gameplayDomain() const noexcept overrideeve::tactics::Tacticsvirtual
gameplayEvents(const GameplaySession &session, SubjectRef instance, std::uint64_t afterSequence) const overrideeve::tactics::Tacticsvirtual
gameplayInstances() const overrideeve::tactics::Tacticsvirtual
getName() const =0eve::Modulepure virtual
interactionContext(ecs::EntityHandle battle, SubjectRef controlledUnit)eve::tactics::Tactics
isStale(TacticsBattleSessionRef reference) noexcepteve::tactics::Tacticsstatic
lineOfSightAlgorithm() const noexcepteve::tactics::Tactics
Module_REG(Tactics)eve::tactics::Tactics
moveUnit(ecs::EntityHandle battle, SubjectRef actor, Cell destination)eve::tactics::Tactics
newBattle(SubjectRef subject, std::uint64_t seed=0)eve::tactics::Tactics
newSession(SubjectRef subject, std::uint64_t seed=0)eve::tactics::Tacticsstatic
newSide(ecs::EntityHandle battle, SubjectRef subject)eve::tactics::Tactics
newUnit(ecs::EntityHandle battle, ecs::EntityHandle side, SubjectRef subject, LogicalId definition, Cell cell, TurnResourceSpec resources={})eve::tactics::Tactics
observeGameplay(const GameplaySession &session, SubjectRef instance) const overrideeve::tactics::Tacticsvirtual
openReaction(ecs::EntityHandle battle, std::uint64_t triggerSequence, std::vector< ReactionCandidate > candidates)eve::tactics::Tactics
phase(ecs::EntityHandle battle)eve::tactics::Tactics
policyId(ecs::EntityHandle battle)eve::tactics::Tactics
presentationIntents(ecs::EntityHandle battle, std::uint64_t afterSequence, std::uint64_t transientTicks=20)eve::tactics::Tactics
previewAbility(ecs::EntityHandle battle, SubjectRef actor, const LogicalId &action, Cell targetCell, SubjectRef targetUnit={}, std::string_view payload={})eve::tactics::Tactics
previewFace(ecs::EntityHandle battle, SubjectRef actor, int facing)eve::tactics::Tactics
previewMove(ecs::EntityHandle battle, SubjectRef actor, Cell destination)eve::tactics::Tactics
previewWait(ecs::EntityHandle battle, SubjectRef actor)eve::tactics::Tactics
reachable(ecs::EntityHandle battle, SubjectRef subject, int budget)eve::tactics::Tactics
release(TacticsBattleSessionRef reference)eve::tactics::Tacticsstatic
replay(ecs::EntityHandle battle, std::span< const BattleCommand > commands)eve::tactics::Tactics
replayJson(ecs::EntityHandle battle, std::string_view json)eve::tactics::Tactics
resolve(TacticsBattleSessionRef reference) noexcepteve::tactics::Tacticsstatic
restore(ecs::EntityHandle battle, const SnapshotEnvelope &snapshot, const SnapshotHashProvider &hashProvider)eve::tactics::Tactics
restoreJson(ecs::EntityHandle battle, std::string_view json)eve::tactics::Tactics
roll(ecs::EntityHandle battle, const LogicalId &stream)eve::tactics::Tactics
setTopology(ecs::EntityHandle battle, BoardTopology topology)eve::tactics::Tactics
sideCount() const noexcepteve::tactics::Tactics
snapshot(ecs::EntityHandle battle, const SnapshotHashProvider &hashProvider)eve::tactics::Tactics
snapshotHashAlgorithm() const noexcepteve::tactics::Tactics
snapshotJson(ecs::EntityHandle battle)eve::tactics::Tactics
start(ecs::EntityHandle battle, std::string_view policyId)eve::tactics::Tactics
status(ecs::EntityHandle battle)eve::tactics::Tactics
submitGameplay(const GameplaySession &session, SubjectRef instance, const GameplayCommand &command) overrideeve::tactics::Tacticsvirtual
Tactics()eve::tactics::Tactics
tryEdge(ecs::EntityHandle battle, Cell from, Cell to)eve::tactics::Tactics
unitCount() const noexcepteve::tactics::Tactics
unitResources(ecs::EntityHandle battle, SubjectRef unit)eve::tactics::Tactics
useAbility(ecs::EntityHandle battle, SubjectRef actor, const LogicalId &action, Cell targetCell, SubjectRef targetUnit={}, std::string payload={})eve::tactics::Tactics
visibleCellsInRange(ecs::EntityHandle battle, Cell origin, int minimum, int maximum, CellRangeMetric metric)eve::tactics::Tactics
waitUnit(ecs::EntityHandle battle, SubjectRef actor)eve::tactics::Tactics
~IGameplayControlProvider()=defaulteve::IGameplayControlProvidervirtual
~IGameplayInstanceCatalog()=defaulteve::IGameplayInstanceCatalogvirtual
~Module()eve::Moduleinlinevirtual
~Tactics() overrideeve::tactics::Tactics