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
| using eve::rts::AbilityResourceDebit = typedef std::function<Result<resource::Receipt>(Unit&, const resource::CostSpec&)> |
Debits an ability resource cost through the game-owned canonical economy boundary.
在文件 RTSSystems.h 第 492 行定义.
◆ ActionLink
| using eve::rts::ActionLink = typedef ServiceLink<ActionLinkTag> |
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
| using eve::rts::AuthorityLink = typedef ServiceLink<AuthorityLinkTag> |
在文件 RTSTypes.h 第 318 行定义.
◆ BuildingLink
| using eve::rts::BuildingLink = typedef EntityLink<BuildingLinkTag> |
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
| using eve::rts::ContainerLink = typedef EntityLink<ContainerLinkTag> |
在文件 RTSTypes.h 第 289 行定义.
◆ CrowdLink
| using eve::rts::CrowdLink = typedef ServiceLink<CrowdLinkTag> |
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
| using eve::rts::EconomyLink = typedef ServiceLink<EconomyLinkTag> |
在文件 RTSTypes.h 第 317 行定义.
◆ FactionLink
| using eve::rts::FactionLink = typedef EntityLink<FactionLinkTag> |
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
| using eve::rts::GameEventLink = typedef ServiceLink<GameEventLinkTag> |
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
| using eve::rts::PassiveIncomeCredit = typedef std::function<Result<resource::Receipt>(Building&, const resource::CostSpec&)> |
Credits passive building income through the game-owned canonical economy boundary.
在文件 RTSSystems.h 第 402 行定义.
◆ PlacementLink
| using eve::rts::PlacementLink = typedef ServiceLink<PlacementLinkTag> |
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
| using eve::rts::ProductionSpawn = typedef 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.
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
| using eve::rts::ResourceNodeLink = typedef EntityLink<ResourceNodeLinkTag> |
在文件 RTSTypes.h 第 287 行定义.
◆ SensingLink
| using eve::rts::SensingLink = typedef ServiceLink<SensingLinkTag> |
在文件 RTSTypes.h 第 311 行定义.
◆ SettlementLink
| using eve::rts::SettlementLink = typedef ServiceLink<SettlementLinkTag> |
在文件 RTSTypes.h 第 315 行定义.
◆ SocialLink
| using eve::rts::SocialLink = typedef ServiceLink<SocialLinkTag> |
在文件 RTSTypes.h 第 319 行定义.
◆ SteeringLink
| using eve::rts::SteeringLink = typedef ServiceLink<SteeringLinkTag> |
在文件 RTSTypes.h 第 312 行定义.
◆ WeaponLink
| using eve::rts::WeaponLink = typedef EntityLink<WeaponLinkTag> |
在文件 RTSTypes.h 第 286 行定义.
枚举类型说明
◆ AbilityTarget
|
strong |
◆ ActionDisposition
|
strong |
◆ CombatFireEventKind
|
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
|
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
|
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
|
strong |
Deterministic formation layout strategies.
| 枚举值 | |
|---|---|
| Line | |
| Grid | |
| Wedge | |
| Column | |
| Dispersed | |
在文件 RTSSystems.h 第 25 行定义.
◆ LifecycleEventKind
|
strong |
Non-combat RTS state transition exposed to presentation without entering authoritative state.
在文件 RTSSystems.h 第 94 行定义.
◆ MatchPhase
|
strong |
◆ OrderKind
|
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
|
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
|
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
|
strong |
Stable operation kinds accepted by the shared deterministic RTS input stream.
在文件 RTSReplay.h 第 20 行定义.
◆ VictoryRule
|
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()
|
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()
|
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()
|
noexcept |
Return the phase-one RTS ECS contracts for tooling and review.
在文件 RTSSystems.cpp 第 160 行定义.