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eve::rts 命名空间参考

命名空间

namespace  script_internal
 
namespace  snapshot_internal
 
namespace  systems_internal
 

类

struct  AbilitySpec
 Typed ability policy; lifecycle effects remain owned by the canonical effect container. 更多...
 
class  AbilitySystem
 Validates, schedules and settles active RTS abilities through canonical damage/effect owners. 更多...
 
class  ActionAdapter
 Adapter that maps RTS orders to the existing action::ActionRuntime. 更多...
 
struct  ActionExecutionResult
 Owning, domain-local projection of an action adapter outcome. 更多...
 
struct  ActionLinkTag
 ActionLinkTag public API. 更多...
 
class  AISystem
 Runs deterministic faction production and attack policy. 更多...
 
struct  ArtilleryRelocationSelection
 Deterministic, canonical-map-validated artillery relocation choice. 更多...
 
class  ArtilleryRelocationSystem
 Selects reachable shoot-and-scoot positions without taking ownership of map navigation. 更多...
 
class  ArtillerySystem
 Tracks indirect-fire deployment after movement. 更多...
 
class  AttributeComponent
 Canonical attributes component adapter, backed by attributes::AttributeSet. 更多...
 
struct  AuthorityLinkTag
 AuthorityLinkTag public API. 更多...
 
class  BuildInfluenceSystem
 Composes RTS powered build influence with the canonical building placement authority. 更多...
 
class  Building
 RTS building domain root with placement and production composition. 更多...
 
struct  BuildingLinkTag
 BuildingLinkTag public API. 更多...
 
class  BuildingProductionSystem
 EVENGINE_API_DOMAINS public API. 更多...
 
class  CaptureSystem
 Resolves deterministic single-faction and contested building capture. 更多...
 
struct  CombatFireEvent
 Stable presentation payload for firing, launch, and miss feedback. 更多...
 
class  CombatFireSystem
 EVENGINE_API_DOMAINS public API. 更多...
 
struct  CombatHeightProfile
 Absolute muzzle and target heights resolved by the authoritative map/game adapter. 更多...
 
class  CommandFanOutSystem
 Validates a typed selection and fans one command out in formation order. 更多...
 
class  CommandNetworkSystem
 Builds deterministic faction command networks with relay capacity and hostile jamming. 更多...
 
struct  CommandSpec
 One domain-neutral command submitted to a unit's generic order queue. 更多...
 
class  CommandStateSystem
 Applies immediate Stop and persistent Hold/AttackMove command state. 更多...
 
class  ConstructionSystem
 Advances construction using valid builders that reached their assigned site. 更多...
 
struct  ContainerLinkTag
 ContainerLinkTag public API. 更多...
 
class  ContainmentSystem
 Resolves transport boarding, building garrisoning, and contained-unit synchronization. 更多...
 
struct  ContentImportReceipt
 Receipt for one atomically imported RTS content pack. 更多...
 
struct  CrowdLinkTag
 CrowdLinkTag public API. 更多...
 
class  CrowdMotionSystem
 Synchronizes linked RTS units through the canonical Crowd simulation. 更多...
 
struct  EconomyLinkTag
 EconomyLinkTag public API. 更多...
 
class  EffectSystem
 Advances lifecycle-only effects on Units and Buildings. 更多...
 
class  EntityLink
 Generation-checked link to an ECS entity. 更多...
 
struct  EntityLinkTag
 Typed link tag for links to another ECS entity. 更多...
 
class  Faction
 Faction domain root; membership is a set of typed runtime handles. 更多...
 
class  FactionIntelSystem
 Reads authoritative faction contact projections for command authorization. 更多...
 
struct  FactionLinkTag
 FactionLinkTag public API. 更多...
 
class  FactionRelationSystem
 Resolves same-faction and match-team alliances without duplicating diplomacy state. 更多...
 
struct  FanOutReceipt
 Receipt containing all order ids accepted by command fan-out. 更多...
 
class  FireSupportSystem
 Assigns indirect-fire responders and automatic counter-battery ground attacks. 更多...
 
class  FogOfWarSystem
 Projects RTS vision into canonical map FOV and maintains faction last-known contacts. 更多...
 
class  FormationPlanner
 Pure deterministic formation planner. 更多...
 
struct  FormationSpec
 Input to the pure formation planner. 更多...
 
struct  GameEventLinkTag
 GameEventLinkTag public API. 更多...
 
class  InfrastructureSystem
 Allocates faction power deterministically and settles powered passive income. 更多...
 
class  IRTSActionExecutor
 Interface isolating RTS orders from the shared action runtime. 更多...
 
struct  LifecycleEvent
 Stable payload for one committed RTS lifecycle transition. 更多...
 
class  Match
 Independent match composition root; factions may participate in different matches. 更多...
 
class  MatchSystem
 Match command and simulation boundary. 更多...
 
class  MiningSystem
 Advances Gather/ReturnCargo orders without owning an economy balance. 更多...
 
class  MoraleSystem
 Recovers suppression and applies nearby friendly morale auras. 更多...
 
class  MotionSystem
 Moves units toward their active generic order targets. 更多...
 
struct  MovementGroupBatch
 Caller-built admission batch for an immediate coordinated Move command. @cost Linear in unit count; callers own and pass stable identities once per command admission. 更多...
 
class  MovementOrderSystem
 Settles arrived finite movement orders so the canonical queue can advance. 更多...
 
struct  NavigationGrid
 World/grid conversion used when an RTS composition consumes a canonical map Pathfinder. 更多...
 
class  NavigationSystem
 Plans unit routes through the canonical map Pathfinder without owning map blockers or costs. 更多...
 
class  OrderActionSystem
 Sends active generic orders to one shared action executor. 更多...
 
class  OrderComponent
 Generic orders component adapter; the queue remains the sole order owner. 更多...
 
struct  OrderRecord
 Owning projection of the active generic order used by RTS systems. 更多...
 
class  PatrolSystem
 Maintains persistent two-point patrol state without owning pathfinding. 更多...
 
struct  PlacementLinkTag
 PlacementLinkTag public API. 更多...
 
class  Player
 Player domain root; selection is RTS-local, authority/economy/social are links. 更多...
 
class  ProductionComponent
 Production adapter whose queue owns all task state. 更多...
 
struct  ProductionSpawnOutcome
 Factory outcome; blocked tasks retain their payment and reserved identity. 更多...
 
struct  ProjectileCollision
 Earliest canonical collision found along one projectile sweep segment. 更多...
 
class  ReinforcementProductionPolicySystem
 EVENGINE_API_DOMAINS public API. 更多...
 
struct  ReinforcementRequestReceipt
 Result of resolving a preferred reinforcement through a deterministic substitution chain. 更多...
 
class  ReinforcementSystem
 Dispatches and unloads production reinforcements assigned to canonical unit containers. 更多...
 
class  RepairSystem
 Repairs friendly completed buildings without owning an economy balance. 更多...
 
class  ResourceNode
 Harvestable RTS resource node; deposited balances are owned by an external resource account. 更多...
 
struct  ResourceNodeLinkTag
 ResourceNodeLinkTag public API. 更多...
 
class  RTS
 Owns RTS root entities and coordinates the phase-one systems. 更多...
 
class  RTSArchetypeMaterializer
 Materializes canonical unit/building definitions into RTS composition components. 更多...
 
struct  RTSBuildingSnapshot
 One module-owned building snapshot with stable RTS relationships. 更多...
 
struct  RTSBuildReceipt
 Result of an accepted atomic RTS build/production command. 更多...
 
struct  RTSBuildRequest
 Caller-owned inputs for one atomic RTS build or production command. 更多...
 
struct  RTSCancelProductionReceipt
 Result of a production cancellation whose queues and refund all committed. 更多...
 
struct  RTSCancelProductionRequest
 Caller-owned inputs for atomically cancelling one paid production task. 更多...
 
class  RTSCommandLog
 Deterministic lockstep input buffer and portable command log. 更多...
 
class  RTSContentLoader
 Validates legacy-compatible RTS content packs and publishes their records to Definitions. 更多...
 
class  RTSEconomyAdapter
 Connects an RTS player's economy to one atomic gameplay payment. 更多...
 
class  RTSEffectAdapter
 RTS adapter that keeps the common container as the sole instance owner. 更多...
 
class  RTSEffectComponent
 Entity-local RTS effect component backed by the canonical adapter. 更多...
 
struct  RTSEffectDefinition
 Typed RTS definition projected to the common lifecycle schema. 更多...
 
class  RTSEffectExecutor
 RTS executor for morale, suppression and production-lock semantics. 更多...
 
struct  RTSEffectSnapshot
 Serializable in-memory RTS effect snapshot. 更多...
 
struct  RTSEffectTarget
 Mutable RTS state affected by the domain executor. 更多...
 
struct  RTSEffectUpdate
 Result of one RTS lifecycle step and domain settlement. 更多...
 
struct  RTSFactionSnapshot
 Faction-owned strategy, workforce, intelligence, technology, and stable membership. 更多...
 
struct  RTSFrameCombatEvent
 Owning transient projection of one committed canonical weapon lifecycle event. 更多...
 
struct  RTSFrameDamageEvent
 Owning transient projection of one canonical damage transaction completed this RTS frame. 更多...
 
struct  RTSFrameLifecycleEvent
 Owning transient projection of one committed non-combat RTS lifecycle event. 更多...
 
class  RTSLockstep
 Fixed-step coordinator that applies lockstep inputs before the existing RTS system pipeline. 更多...
 
struct  RTSMatchParticipantSnapshot
 Match participant projection without process-local faction links. 更多...
 
struct  RTSMatchSnapshot
 Independent RTS match state and retained deterministic events. 更多...
 
struct  RTSMovementGroupSnapshot
 Stable pacing-group membership; entity handles and derived speed factors are excluded. @cost Linear in group member count; copied only in RTS snapshot capture/restore. 更多...
 
struct  RTSPlayerSnapshot
 Player-local RTS selection; authority/economy/social providers remain external. 更多...
 
class  RTSProductionActionAdapter
 Coordinates Orders, Production, Action and resource payment. 更多...
 
struct  RTSProductionResourceReserve
 Resource amount protected from production requests below a configured priority. 更多...
 
struct  RTSProjectilePayloadSnapshot
 Stable RTS damage payload paired with one shared projectile-pool handle. 更多...
 
class  RTSProjectileSystem
 RTS impact adapter over the canonical pooled weapon projectile trajectory runtime. 更多...
 
struct  RTSProjectileSystemSnapshot
 Complete in-flight RTS projectile state with stable gameplay relationships. 更多...
 
struct  RTSReplayCommand
 One process-independent command using stable subjects instead of ECS handles. 更多...
 
struct  RTSResourceNodeSnapshot
 One module-owned resource-node snapshot with stable worker assignments. 更多...
 
struct  RTSStateSnapshot
 Complete RTS-owned state; v2 adds movement groups, v1 imports with no groups. @cost Linear in saved entity and relationship counts; capture/restore copies owned snapshot vectors at checkpoint boundaries. 更多...
 
class  RTSUnitAttributeAdapter
 Defines the small set of RTS unit stats eligible for attributes. 更多...
 
struct  RTSUnitSnapshot
 One module-owned unit snapshot; external provider links are intentionally excluded. 更多...
 
struct  RTSWorkerSnapshot
 Persisted worker projection with stable references to its assignments. 更多...
 
struct  SensingLinkTag
 SensingLinkTag public API. 更多...
 
class  ServiceLink
 Strong key link to an external module-owned service object. 更多...
 
struct  ServiceLinkTag
 Typed link tag for a provider-owned capability or registry entry. 更多...
 
struct  SettlementLinkTag
 SettlementLinkTag public API. 更多...
 
class  ShieldSystem
 Regenerates unit and building shield projections after their configured damage delay. 更多...
 
struct  SocialLinkTag
 SocialLinkTag public API. 更多...
 
struct  SteeringLinkTag
 SteeringLinkTag public API. 更多...
 
class  SupplyConvoySystem
 Derives stable multi-vehicle supply convoys and paces their leader. 更多...
 
struct  SupplyRendezvousSelection
 A safe map-reachable rendezvous selected around a predicted moving relay intercept. 更多...
 
class  SupplyRendezvousSystem
 Selects a low-threat supply rendezvous while delegating reachability to the canonical map. 更多...
 
class  SupplySystem
 EVENGINE_API_DOMAINS public API. 更多...
 
struct  SystemContract
 Static metadata for one ECS system's access and phase contract. 更多...
 
class  TacticsSystem
 Updates escort guards and deterministic combat-group target commitments. 更多...
 
class  TagSet
 Entity-local sorted tags; this is the RTS entity's tag authority. 更多...
 
class  TechnologySystem
 Settles completed research tasks and projects unlocked upgrades idempotently. 更多...
 
class  TrafficReservationSystem
 Arbitrates deterministic directional entry into connected narrow map corridors. 更多...
 
class  Unit
 RTS unit domain root. 更多...
 
class  VeterancySystem
 Applies one hostile kill's experience to canonical unit veterancy state. 更多...
 
struct  WeaponLinkTag
 WeaponLinkTag public API. 更多...
 
class  WorkerAssignmentSystem
 Deterministically assigns idle auto-workers to compatible resource nodes. 更多...
 
class  WorkforceAssignmentSystem
 Assigns idle faction workers to incomplete or damaged buildings by deterministic distance. 更多...
 
struct  WorldPosition
 Two-dimensional deterministic RTS world position. 更多...
 

类型定义

using ArchetypeWeaponFactory = std::function< Result< weapon::WeaponEntity * >(std::string_view definitionId, PersistentId instanceId)>
 Factory that creates one canonical weapon instance from a registry definition.
 
using MatchResourceQuery = std::function< Result< double >(Faction &, std::string_view)>
 Reads a resource balance from the game-owned canonical economy account.
 
using DamageEventSink = std::function< void(const combat::DamageRequest &request, const combat::DamageOutcome &outcome, SimulationTick tick, DamageChannel channel)>
 Read-only observer invoked after canonical damage has committed.
 
using CombatFireEventSink = std::function< void(const CombatFireEvent &, SimulationTick)>
 Read-only observer invoked after a weapon consumes one authoritative shot.
 
using LifecycleEventSink = std::function< void(const LifecycleEvent &, SimulationTick)>
 Read-only observer invoked after a non-combat lifecycle transition commits.
 
using PlacementValidation = std::function< Result< void >(WorldPosition, LogicalId)>
 Caller-owned canonical terrain/occupancy validation used after RTS influence checks.
 
using NavigationEvent = std::function< void(Unit &, const OrderRecord &)>
 Notification emitted once when a newly planned order has no canonical map route.
 
using FogProvider = std::function< map::Fov *(Faction &)>
 Resolves the canonical FOV instance used by a faction; allies may deliberately share one instance.
 
using ResourceCredit = std::function< Result< resource::Receipt >(Unit &, const resource::CostSpec &)>
 Callback that credits gathered resources to the authoritative account selected by the game.
 
using RepairDebit = std::function< Result< resource::Receipt >(Unit &, Building &, const resource::CostSpec &)>
 Callback that debits repair costs from the authoritative account selected by the game.
 
using PassiveIncomeCredit = std::function< Result< resource::Receipt >(Building &, const resource::CostSpec &)>
 Credits passive building income through the game-owned canonical economy boundary.
 
using AmmoProductionPurchase = std::function< Result< std::size_t >(Building &, std::string_view, std::int64_t, std::size_t)>
 Assigns and transfers tactical ammunition through canonical WeaponEntity resource state.
 
using AbilityResourceDebit = std::function< Result< resource::Receipt >(Unit &, const resource::CostSpec &)>
 Debits an ability resource cost through the game-owned canonical economy boundary.
 
using AIProductionRequest = std::function< Result< void >(Faction &, Building &, const LogicalId &)>
 Authoritative production boundary invoked by AI policy decisions.
 
using FireLineQuery = std::function< Result< bool >(WorldPosition origin, WorldPosition target, ecs::EntityHandle source, ecs::EntityHandle targetEntity, const weapon::WeaponDefinition &weapon)>
 Uses canonical sensing, weapon and damage providers for RTS automatic fire.
 
using CombatHeightQuery = std::function< CombatHeightProfile(WorldPosition origin, WorldPosition target, ecs::EntityHandle source, ecs::EntityHandle targetEntity)>
 Resolve absolute heights for one authorized projectile launch.
 
using ProjectileCollisionQuery = std::function< Result< std::optional< ProjectileCollision > >(WorldPosition from, float fromHeight, WorldPosition to, float toHeight, SubjectRef source, ecs::EntityHandle intendedTarget)>
 Map/physics-owned swept collision query; empty means the segment remained clear.
 
using ProjectileSubjectResolver = std::function< ecs::Entity *(SubjectRef)>
 Resolve one stable RTS subject while restoring projectile relationships.
 
using ProductionSpawn = std::function< Result< ProductionSpawnOutcome >(Building &, const production::ProductionTask &, WorldPosition)>
 Game-owned factory receiving the requested production exit position. The factory owns final placement (including collision resolution); settlement preserves that position. Return Created with a borrowed game-owned unit, Blocked without publishing anything when space is unavailable, or failure for an invalid request. Called synchronously on the simulation thread; the producer must remain alive and the callback must not reenter settlement.
 
using ProductionSpawnPosition = std::function< Result< std::optional< WorldPosition > >(Building &, const production::ProductionTask &)>
 Game/map-owned deterministic exit probe; empty means every valid exit is currently occupied.
 
using ReinforcementCancel = std::function< Result< void >(Building &, std::string_view)>
 Pauses canonical production tasks when a shared rally combat group reaches reinforcement limits.
 
using ReinforcementEnqueue = std::function< Result< std::string >(Building &, std::string_view)>
 Game-owned transactional enqueue boundary used while resolving reinforcement fallbacks.
 
using FactionLink = EntityLink< FactionLinkTag >
 
using WeaponLink = EntityLink< WeaponLinkTag >
 
using ResourceNodeLink = EntityLink< ResourceNodeLinkTag >
 
using BuildingLink = EntityLink< BuildingLinkTag >
 
using ContainerLink = EntityLink< ContainerLinkTag >
 
using SensingLink = ServiceLink< SensingLinkTag >
 
using SteeringLink = ServiceLink< SteeringLinkTag >
 
using CrowdLink = ServiceLink< CrowdLinkTag >
 
using ActionLink = ServiceLink< ActionLinkTag >
 
using SettlementLink = ServiceLink< SettlementLinkTag >
 
using PlacementLink = ServiceLink< PlacementLinkTag >
 
using EconomyLink = ServiceLink< EconomyLinkTag >
 
using AuthorityLink = ServiceLink< AuthorityLinkTag >
 
using SocialLink = ServiceLink< SocialLinkTag >
 
using GameEventLink = ServiceLink< GameEventLinkTag >
 

枚举

enum class  ActionDisposition : std::uint8_t { Pending , Completed }
 Outcome of one RTS order-to-action adapter call. 更多...
 
enum class  RTSEffectKind : std::uint8_t { Morale , Suppression , ProductionLock }
 RTS-specific interpretation of an effect instance. 更多...
 
enum class  RTSReplayOperation : std::uint8_t {
  UnitCommand , Construction , Production , Research ,
  Ability , CancelProduction , CancelAbility , CancelConstruction ,
  SellBuilding , ReinforcementProduction , RequestFireSupport , CancelFireSupport ,
  SuppressArea , Escort , MovementGroup
}
 Stable operation kinds accepted by the shared deterministic RTS input stream. 更多...
 
enum class  FormationKind : std::uint8_t {
  Line , Grid , Wedge , Column ,
  Dispersed
}
 Deterministic formation layout strategies. 更多...
 
enum class  DamageChannel : std::uint8_t { Ability , Projectile , Weapon }
 Authoritative damage route that produced one transient RTS frame event. 更多...
 
enum class  CombatFireEventKind : std::uint8_t {
  WeaponFired , ProjectileFired , ShotMissed , ReloadStarted ,
  ReloadCompleted , WeaponDry , FireBlocked
}
 Transient weapon lifecycle event emitted after an authoritative firing attempt commits. 更多...
 
enum class  LifecycleEventKind : std::uint8_t {
  SuppressionRecovered , ShieldRecharged , ConstructionCompleted , ProductionSpawnBlocked ,
  ProductionSpawnCleared , UnitProduced , BuildingCaptured , AbilityCast ,
  AbilityChannelStarted , AbilityChannelTick , AbilityChannelCompleted , AbilityInterrupted ,
  AbilityChannelCancelled , StatusApplied , StatusExpired , AmmoProduced ,
  SupplyDispatched , SupplyRelayDispatched , AmmoResupplied , SupplyRelayTransferred ,
  SupplyReturning , SupplyReturned
}
 Non-combat RTS state transition exposed to presentation without entering authoritative state. 更多...
 
enum class  ProductionSpawnState { Created , Blocked }
 Whether a completed production task published a unit or is waiting for space. 更多...
 
enum class  CombatStance : std::uint8_t { Passive , Defensive , Aggressive }
 Automatic target-acquisition policy for an RTS unit. 更多...
 
enum class  OrderKind : std::uint8_t {
  Move , Attack , Build , Gather ,
  ReturnCargo , AttackMove , Stop , HoldPosition ,
  Patrol , Repair , Garrison , BoardTransport ,
  Capture , AttackGround , Resupply , Escort ,
  SuppressArea , SupplyRelay
}
 Commands shared by movement, combat, construction and gathering. 更多...
 
enum class  AbilityTarget : std::uint8_t { Self , Ally , Enemy , Point }
 Target relationship accepted by one RTS ability. 更多...
 
enum class  VictoryRule : std::uint8_t { Annihilation , DestroyHeadquarters , ResourceTarget }
 Supported deterministic RTS victory policies. 更多...
 
enum class  MatchPhase : std::uint8_t { Setup , Running , Finished }
 Lifecycle of one independent RTS match root. 更多...
 

函数

 Module_IMPL (RTS, new RTS())
 
std::span< const SystemContract > systemContracts () noexcept
 Return the phase-one RTS ECS contracts for tooling and review.
 
const char * combatStanceName (CombatStance stance) noexcept
 Return the stable lower-case spelling of a combat stance. @ownership Returns a borrowed pointer to immutable static storage. @lifetime Valid for the process lifetime and safe to read from any thread.
 
const char * orderKindName (OrderKind kind) noexcept
 Return the stable lower-case spelling of an RTS order kind.
 

类型定义说明

◆ AbilityResourceDebit

Debits an ability resource cost through the game-owned canonical economy boundary.

在文件 RTSSystems.h 第 492 行定义.

◆ ActionLink

在文件 RTSTypes.h 第 314 行定义.

◆ AIProductionRequest

using eve::rts::AIProductionRequest = typedef std::function<Result<void>(Faction&, Building&, const LogicalId&)>

Authoritative production boundary invoked by AI policy decisions.

在文件 RTSSystems.h 第 571 行定义.

◆ AmmoProductionPurchase

using eve::rts::AmmoProductionPurchase = typedef std::function<Result<std::size_t>( Building&, std::string_view, std::int64_t, std::size_t)>

Assigns and transfers tactical ammunition through canonical WeaponEntity resource state.

在文件 RTSSystems.h 第 424 行定义.

◆ ArchetypeWeaponFactory

using eve::rts::ArchetypeWeaponFactory = typedef std::function<Result<weapon::WeaponEntity*>(std::string_view definitionId, PersistentId instanceId)>

Factory that creates one canonical weapon instance from a registry definition.

在文件 RTSArchetype.h 第 17 行定义.

◆ AuthorityLink

在文件 RTSTypes.h 第 318 行定义.

◆ BuildingLink

在文件 RTSTypes.h 第 288 行定义.

◆ CombatFireEventSink

using eve::rts::CombatFireEventSink = typedef std::function<void(const CombatFireEvent&, SimulationTick)>

Read-only observer invoked after a weapon consumes one authoritative shot.

在文件 RTSSystems.h 第 91 行定义.

◆ CombatHeightQuery

using eve::rts::CombatHeightQuery = typedef std::function<CombatHeightProfile( WorldPosition origin, WorldPosition target, ecs::EntityHandle source, ecs::EntityHandle targetEntity)>

Resolve absolute heights for one authorized projectile launch.

在文件 RTSSystems.h 第 588 行定义.

◆ ContainerLink

在文件 RTSTypes.h 第 289 行定义.

◆ CrowdLink

在文件 RTSTypes.h 第 313 行定义.

◆ DamageEventSink

using eve::rts::DamageEventSink = typedef std::function<void( const combat::DamageRequest& request, const combat::DamageOutcome& outcome, SimulationTick tick, DamageChannel channel)>

Read-only observer invoked after canonical damage has committed.

在文件 RTSSystems.h 第 69 行定义.

◆ EconomyLink

在文件 RTSTypes.h 第 317 行定义.

◆ FactionLink

在文件 RTSTypes.h 第 285 行定义.

◆ FireLineQuery

using eve::rts::FireLineQuery = typedef std::function<Result<bool>(WorldPosition origin, WorldPosition target, ecs::EntityHandle source, ecs::EntityHandle targetEntity, const weapon::WeaponDefinition& weapon)>

Uses canonical sensing, weapon and damage providers for RTS automatic fire.

在文件 RTSSystems.h 第 582 行定义.

◆ FogProvider

using eve::rts::FogProvider = typedef std::function<map::Fov*(Faction&)>

Resolves the canonical FOV instance used by a faction; allies may deliberately share one instance.

在文件 RTSSystems.h 第 310 行定义.

◆ GameEventLink

在文件 RTSTypes.h 第 320 行定义.

◆ LifecycleEventSink

using eve::rts::LifecycleEventSink = typedef std::function<void(const LifecycleEvent&, SimulationTick)>

Read-only observer invoked after a non-combat lifecycle transition commits.

在文件 RTSSystems.h 第 127 行定义.

◆ MatchResourceQuery

using eve::rts::MatchResourceQuery = typedef std::function<Result<double>(Faction&, std::string_view)>

Reads a resource balance from the game-owned canonical economy account.

在文件 RTSMatch.h 第 16 行定义.

◆ NavigationEvent

using eve::rts::NavigationEvent = typedef std::function<void(Unit&, const OrderRecord&)>

Notification emitted once when a newly planned order has no canonical map route.

在文件 RTSSystems.h 第 270 行定义.

◆ PassiveIncomeCredit

Credits passive building income through the game-owned canonical economy boundary.

在文件 RTSSystems.h 第 402 行定义.

◆ PlacementLink

在文件 RTSTypes.h 第 316 行定义.

◆ PlacementValidation

using eve::rts::PlacementValidation = typedef std::function<Result<void>(WorldPosition, LogicalId)>

Caller-owned canonical terrain/occupancy validation used after RTS influence checks.

在文件 RTSSystems.h 第 183 行定义.

◆ ProductionSpawn

Game-owned factory receiving the requested production exit position. The factory owns final placement (including collision resolution); settlement preserves that position. Return Created with a borrowed game-owned unit, Blocked without publishing anything when space is unavailable, or failure for an invalid request. Called synchronously on the simulation thread; the producer must remain alive and the callback must not reenter settlement.

在文件 RTSSystems.h 第 728 行定义.

◆ ProductionSpawnPosition

using eve::rts::ProductionSpawnPosition = typedef std::function<Result<std::optional<WorldPosition> >(Building&, const production::ProductionTask&)>

Game/map-owned deterministic exit probe; empty means every valid exit is currently occupied.

在文件 RTSSystems.h 第 731 行定义.

◆ ProjectileCollisionQuery

using eve::rts::ProjectileCollisionQuery = typedef std::function<Result<std::optional<ProjectileCollision> >( WorldPosition from, float fromHeight, WorldPosition to, float toHeight, SubjectRef source, ecs::EntityHandle intendedTarget)>

Map/physics-owned swept collision query; empty means the segment remained clear.

在文件 RTSSystems.h 第 618 行定义.

◆ ProjectileSubjectResolver

using eve::rts::ProjectileSubjectResolver = typedef std::function<ecs::Entity*(SubjectRef)>

Resolve one stable RTS subject while restoring projectile relationships.

在文件 RTSSystems.h 第 650 行定义.

◆ ReinforcementCancel

using eve::rts::ReinforcementCancel = typedef std::function<Result<void>(Building&, std::string_view)>

Pauses canonical production tasks when a shared rally combat group reaches reinforcement limits.

在文件 RTSSystems.h 第 744 行定义.

◆ ReinforcementEnqueue

using eve::rts::ReinforcementEnqueue = typedef std::function<Result<std::string>(Building&, std::string_view)>

Game-owned transactional enqueue boundary used while resolving reinforcement fallbacks.

在文件 RTSSystems.h 第 746 行定义.

◆ RepairDebit

using eve::rts::RepairDebit = typedef std::function<Result<resource::Receipt>(Unit&, Building&, const resource::CostSpec&)>

Callback that debits repair costs from the authoritative account selected by the game.

在文件 RTSSystems.h 第 383 行定义.

◆ ResourceCredit

using eve::rts::ResourceCredit = typedef std::function<Result<resource::Receipt>(Unit&, const resource::CostSpec&)>

Callback that credits gathered resources to the authoritative account selected by the game.

在文件 RTSSystems.h 第 358 行定义.

◆ ResourceNodeLink

在文件 RTSTypes.h 第 287 行定义.

◆ SensingLink

在文件 RTSTypes.h 第 311 行定义.

◆ SettlementLink

在文件 RTSTypes.h 第 315 行定义.

◆ SocialLink

在文件 RTSTypes.h 第 319 行定义.

◆ SteeringLink

在文件 RTSTypes.h 第 312 行定义.

◆ WeaponLink

在文件 RTSTypes.h 第 286 行定义.

枚举类型说明

◆ AbilityTarget

enum class eve::rts::AbilityTarget : std::uint8_t
strong

Target relationship accepted by one RTS ability.

枚举值
Self 
Ally 
Enemy 
Point 

在文件 RTSTypes.h 第 130 行定义.

◆ ActionDisposition

enum class eve::rts::ActionDisposition : std::uint8_t
strong

Outcome of one RTS order-to-action adapter call.

枚举值
Pending 
Completed 

在文件 RTSAction.h 第 21 行定义.

◆ CombatFireEventKind

enum class eve::rts::CombatFireEventKind : std::uint8_t
strong

Transient weapon lifecycle event emitted after an authoritative firing attempt commits.

枚举值
WeaponFired 
ProjectileFired 
ShotMissed 
ReloadStarted 
ReloadCompleted 
WeaponDry 
FireBlocked 

在文件 RTSSystems.h 第 74 行定义.

◆ CombatStance

enum class eve::rts::CombatStance : std::uint8_t
strong

Automatic target-acquisition policy for an RTS unit.

枚举值
Passive 
Defensive 
Aggressive 

在文件 RTSTypes.h 第 54 行定义.

◆ DamageChannel

enum class eve::rts::DamageChannel : std::uint8_t
strong

Authoritative damage route that produced one transient RTS frame event.

枚举值
Ability 
Projectile 
Weapon 

在文件 RTSSystems.h 第 67 行定义.

◆ FormationKind

enum class eve::rts::FormationKind : std::uint8_t
strong

Deterministic formation layout strategies.

枚举值
Line 
Grid 
Wedge 
Column 
Dispersed 

在文件 RTSSystems.h 第 25 行定义.

◆ LifecycleEventKind

enum class eve::rts::LifecycleEventKind : std::uint8_t
strong

Non-combat RTS state transition exposed to presentation without entering authoritative state.

枚举值
SuppressionRecovered 
ShieldRecharged 
ConstructionCompleted 
ProductionSpawnBlocked 
ProductionSpawnCleared 
UnitProduced 
BuildingCaptured 
AbilityCast 
AbilityChannelStarted 
AbilityChannelTick 
AbilityChannelCompleted 
AbilityInterrupted 
AbilityChannelCancelled 
StatusApplied 
StatusExpired 
AmmoProduced 
SupplyDispatched 
SupplyRelayDispatched 
AmmoResupplied 
SupplyRelayTransferred 
SupplyReturning 
SupplyReturned 

在文件 RTSSystems.h 第 94 行定义.

◆ MatchPhase

enum class eve::rts::MatchPhase : std::uint8_t
strong

Lifecycle of one independent RTS match root.

枚举值
Setup 
Running 
Finished 

在文件 RTSTypes.h 第 1292 行定义.

◆ OrderKind

enum class eve::rts::OrderKind : std::uint8_t
strong

Commands shared by movement, combat, construction and gathering.

枚举值
Move 
Attack 
Build 
Gather 
ReturnCargo 
AttackMove 
Stop 
HoldPosition 
Patrol 
Repair 
Garrison 
BoardTransport 
Capture 
AttackGround 
Resupply 
Escort 
SuppressArea 
SupplyRelay 

在文件 RTSTypes.h 第 64 行定义.

◆ ProductionSpawnState

enum class eve::rts::ProductionSpawnState
strong

Whether a completed production task published a unit or is waiting for space.

枚举值
Created 
Blocked 

在文件 RTSSystems.h 第 712 行定义.

◆ RTSEffectKind

enum class eve::rts::RTSEffectKind : std::uint8_t
strong

RTS-specific interpretation of an effect instance.

枚举值
Morale 
Suppression 
ProductionLock 

在文件 RTSEffects.h 第 24 行定义.

◆ RTSReplayOperation

enum class eve::rts::RTSReplayOperation : std::uint8_t
strong

Stable operation kinds accepted by the shared deterministic RTS input stream.

枚举值
UnitCommand 
Construction 
Production 
Research 
Ability 
CancelProduction 
CancelAbility 
CancelConstruction 
SellBuilding 
ReinforcementProduction 
RequestFireSupport 
CancelFireSupport 
SuppressArea 
Escort 
MovementGroup 

在文件 RTSReplay.h 第 20 行定义.

◆ VictoryRule

enum class eve::rts::VictoryRule : std::uint8_t
strong

Supported deterministic RTS victory policies.

枚举值
Annihilation 
DestroyHeadquarters 
ResourceTarget 

在文件 RTSTypes.h 第 1290 行定义.

函数说明

◆ combatStanceName()

const char * eve::rts::combatStanceName ( CombatStance  stance)
noexcept

Return the stable lower-case spelling of a combat stance. @ownership Returns a borrowed pointer to immutable static storage. @lifetime Valid for the process lifetime and safe to read from any thread.

在文件 RTSTypes.cpp 第 168 行定义.

引用了 Aggressive, Defensive , 以及 Passive.

被这些函数引用 eve::rts::RTS::inspectState().

◆ Module_IMPL()

eve::rts::Module_IMPL ( RTS  ,
new   RTS() 
)

◆ orderKindName()

const char * eve::rts::orderKindName ( OrderKind  kind)
noexcept

Return the stable lower-case spelling of an RTS order kind.

返回
Borrowed pointer to immutable process-lifetime storage; never null for a valid enum value. @ownership The returned string is static and caller-owned storage is not involved. @lifetime Valid for the lifetime of the process; do not free or retain it as mutable state. @thread Thread-safe because the pointed-to characters are immutable. @reentrancy Does not invoke callbacks and is safe during re-entrant queries.

在文件 RTSTypes.cpp 第 177 行定义.

引用了 Attack, AttackGround, AttackMove, BoardTransport, Build, Capture, Escort, Garrison, Gather, HoldPosition, kind, Move, Patrol, Repair, Resupply, ReturnCargo, Stop, SupplyRelay , 以及 SuppressArea.

被这些函数引用 eve::rts::OrderComponent::enqueue(), eve::rts::RTS::inspectState(), eve::rts::RTS::observeGameplay() , 以及 eve::rts::OrderComponent::replace().

◆ systemContracts()

std::span< const SystemContract > eve::rts::systemContracts ( )
noexcept

Return the phase-one RTS ECS contracts for tooling and review.

在文件 RTSSystems.cpp 第 160 行定义.