类 | |
| struct | AbilityReceipt |
| One declared ability activation and the resource state it left behind. 更多... | |
| struct | AbilitySettlementRequest |
| Owning values required to settle one previously declared tactical ability. 更多... | |
| class | Battle |
| Battle short-root and authoritative owner of board and turn state. 更多... | |
| struct | BattleCommand |
| One accepted replay command using only persistent identities and values. 更多... | |
| struct | BattleEvent |
| One deterministic battle lifecycle event owned by Battle. 更多... | |
| class | BattleReplay |
| Replays accepted commands against an identity-compatible starting battle. 更多... | |
| class | BattleSystem |
| Stateless systems over the tactics short-root ECS family. 更多... | |
| struct | BoardCellRecord |
| Owning persistent board record used by snapshots and replay inspection. 更多... | |
| struct | BoardEdgeRecord |
| Owning persistent edge record used by snapshots and replay inspection. 更多... | |
| class | BoardState |
| Authoritative board facts and occupancy indexes for one battle. 更多... | |
| struct | Cell |
| Logical board coordinate independent of rendering projection. 更多... | |
| struct | CellState |
| One authoritative board cell fact. 更多... | |
| struct | ChargeModel |
| The charge rule a policy declares for round scheduling. 更多... | |
| struct | EdgeState |
| One authoritative directed edge fact between two adjacent cells. 更多... | |
| class | GridCoverPolicy |
| The built-in cover policy: blockers adjacent to the target, prioritising the line. 更多... | |
| class | GridLineOfSightPolicy |
| The built-in grid policy: a straight-line trace over the board's own topology. 更多... | |
| class | ICoverPolicy |
| Answers "how much cover does @p target have against @p attacker". 更多... | |
| class | ILineOfSightPolicy |
| Answers "can @p from see @p to" for one board. 更多... | |
| struct | InteractionContext |
| Immutable projection of everything the interaction machine is allowed to know. 更多... | |
| struct | InteractionIntent |
| One player intention, expressed with stable identities only. 更多... | |
| class | InteractionSession |
| A disposable, non-authoritative interaction session. 更多... | |
| class | ITurnPolicy |
| One deterministic unit-activation ordering strategy. 更多... | |
| struct | MoveReceipt |
| Committed tactical movement and remaining resource state. 更多... | |
| struct | ObjectiveSpec |
| Persistent objective definition using stable side identities. 更多... | |
| struct | ObjectiveState |
| Mutable objective projection and completion revision. 更多... | |
| class | PathQuery |
| Pure deterministic board path algorithms. 更多... | |
| struct | PresentationCommand |
| One intent together with the way to take it back. 更多... | |
| struct | PresentationFrame |
| What the projector knows about the battle beyond the event itself. 更多... | |
| struct | PresentationIntent |
| One presentation instruction: what to show, where, and until when. 更多... | |
| class | PresentationProjector |
| Projects authoritative events into bounded, revertible presentation intents. 更多... | |
| struct | PresentationRevert |
| The explicit undo contract for one intent. 更多... | |
| class | Reachability |
| Owning result of one deterministic reachability query. 更多... | |
| struct | ReachableCell |
| One reachable cell and its minimum fixed-point movement cost. 更多... | |
| struct | ReactionCandidate |
| One eligible deterministic reaction choice. 更多... | |
| struct | ReactionReceipt |
| Accepted reaction identity and remaining resource snapshot. 更多... | |
| struct | ReactionWindow |
| One open reaction window on the battle-owned LIFO stack. 更多... | |
| class | TacticalSide |
| Tactical side short-root entity. 更多... | |
| class | TacticalUnit |
| Tactical unit short-root entity. 更多... | |
| class | Tactics |
| Owns tactics short-root entities and coordinates checked battle setup. 更多... | |
| class | TacticsActionExecutor |
| Active-effect provider that commits move, face and wait through ActionRuntime. 更多... | |
| struct | TacticsBattleSession |
| Module-owned script session referencing one battle aggregate. 更多... | |
| struct | TacticsBattleSessionTag |
| Owner tag for script-visible battle-session handles. 更多... | |
| class | TacticsLineOfSightAdapter |
| Answers grid line-of-sight queries from the bound tactics battle. 更多... | |
| class | TacticsPersistence |
| Stateless codec for the authoritative state of one battle. 更多... | |
| class | TacticsSettlementRuntime |
| Owner-thread settlement bridge between tactics declarations and game-owned combat state. 更多... | |
| struct | TurnPolicyKind |
| Typed spelling of the built-in turn-policy ids. 更多... | |
| class | TurnPolicyRegistry |
| Registry of turn policies keyed by stable id. 更多... | |
| struct | TurnResourceSpec |
| Initial and per-round tactical resource values for one unit. 更多... | |
| struct | UnitOrder |
| The scheduling projection a policy is allowed to compare. 更多... | |
类型定义 | |
| using | TacticsBattleSessionRef = script::RuntimeHandleRef< TacticsBattleSessionTag > |
| Generation- and module-epoch-qualified battle-session reference. | |
| using | MoveActionExecutor = TacticsActionExecutor |
| Compatibility spelling retained for the original movement-only adapter name. | |
枚举 | |
| enum class | InteractionState : std::uint8_t { Blocked , AwaitSelection , UnitSelected , Targeting , Resolving , Ended } |
| Where the interaction machine is, as far as the player is concerned. 更多... | |
| enum class | InteractionIntentKind : std::uint8_t { None , SelectUnit , MoveTo , UseAbilityOn , Cancel , Confirm , EndTurn } |
| What the player asked for. A value, not a mutation. 更多... | |
| enum class | CoverLevel : std::uint8_t { None , Half , Full } |
| How much protection a cell gives against an attacker. 更多... | |
| enum class | UnitVisualState : std::uint8_t { Idle , Friendly , Selected , Finished , Targetable , Attacking , Defending , Moving , Destroyed } |
| How a consumer should draw one unit. 更多... | |
| enum class | PresentationRevertTrigger : std::uint8_t { Never , OnExpiry , OnNextTurn , OnRoundStart } |
| What makes a presentation intent stop being true. 更多... | |
| enum class | CellRangeMetric : std::uint8_t { Manhattan , Chebyshev , Hex } |
| Deterministic logical distance used by cellsInRange. 更多... | |
| enum class | BoardTopology : std::uint8_t { Square4 , Square8 , HexAxial , ExplicitGraph } |
| Supported deterministic board-neighbour topologies. 更多... | |
| enum class | BattleStatus : std::uint8_t { Setup , Running , Ended } |
| Tactical battle lifecycle. 更多... | |
| enum class | BattlePhase : std::uint8_t { Setup , BattleStart , RoundStart , TurnStart , Acting , Reaction , TurnEnd , RoundEnd , BattleEnd } |
| Explicit, externally observable battle phase. 更多... | |
| enum class | BattleCommandKind : std::uint8_t { Start , Advance , Move , Face , Wait , EndTurn , Finish , OpenReaction , AcceptReaction , DeclineReaction , DefeatUnit , RollRandom , UseAbility } |
| Accepted deterministic command kinds recorded for replay. 更多... | |
| enum class | ObjectiveKind : std::uint8_t { EliminateSide , SurviveRounds , OccupyCells } |
| Built-in deterministic objective rules. 更多... | |
| enum class | ObjectiveStatus : std::uint8_t { Pending , Completed } |
| Objective lifecycle owned by its battle. 更多... | |
| enum class | TurnOrder : std::uint8_t { LeftFirst , RightFirst , Equivalent } |
| The total order a policy reports for one pair of units. 更多... | |
函数 | |
| std::string_view | interactionStateName (InteractionState state) noexcept |
| Human-readable stable spelling of an interaction state (protocol text). | |
| std::string_view | interactionIntentKindName (InteractionIntentKind kind) noexcept |
| Human-readable stable spelling of an intent kind (protocol text). | |
| std::string_view | coverLevelName (CoverLevel level) noexcept |
| Stable protocol spelling of a cover level. | |
| std::shared_ptr< ILineOfSightPolicy > | gridLineOfSightPolicy () |
| The process-wide built-in line-of-sight policy. | |
| std::shared_ptr< ICoverPolicy > | gridCoverPolicy () |
| The process-wide built-in cover policy (same ownership remarks as above). | |
| Result< std::vector< Cell > > | visibleCellsInRange (const BoardState &board, const ILineOfSightPolicy &policy, Cell origin, int minimum, int maximum, CellRangeMetric metric) |
Cells within a metric range of origin that policy can actually see. | |
| std::string_view | unitVisualStateName (UnitVisualState state) noexcept |
| Human-readable stable spelling of a visual state (protocol text). | |
| std::string_view | presentationRevertTriggerName (PresentationRevertTrigger trigger) noexcept |
| Human-readable stable spelling of a revert trigger (protocol text). | |
| Module_IMPL (Tactics, new Tactics()) | |
| action::ActionDefinition | moveActionDefinition () |
| Build the canonical zero-duration tactics move action definition. | |
| action::ActionDefinition | faceActionDefinition () |
| Build the canonical zero-duration tactics facing action definition. | |
| action::ActionDefinition | waitActionDefinition () |
| Build the canonical zero-duration tactics wait action definition. | |
| Result< action::ActionRequest > | makeMoveRequest (ecs::EntityHandle unit, Cell destination, SimulationTick tick) |
| Build a checked move request using canonical integer cell parameters. | |
| Result< action::ActionRequest > | makeFaceRequest (ecs::EntityHandle unit, int facing, SimulationTick tick) |
| Build a checked facing request with optimistic battle revision. | |
| Result< action::ActionRequest > | makeWaitRequest (ecs::EntityHandle unit, SimulationTick tick) |
| Build a checked wait request with optimistic battle revision. | |
| Result< AbilityReceipt > | validateAbility (Battle &battle, SubjectRef actor, const LogicalId &action, Cell targetCell, SubjectRef targetUnit, std::string_view payload) |
| Validate one ability declaration without mutating anything. | |
| TacticsLineOfSightAdapter & | tacticsLineOfSightAdapter () |
| The process-wide adapter instance the capability answers with. | |
| Result< void > | registerTacticsLineOfSightProvider () |
| Claim the grid coordinate spaces for the tactics adapter. | |
| Result< settlement::SettlementRequest > | makeSettlementRequest (const AbilitySettlementRequest &request) |
| Validate and project a committed tactical ability into the canonical settlement request. | |
| std::string_view | phaseName (BattlePhase phase) noexcept |
| Return the stable protocol spelling of a battle phase. | |
| std::string_view | statusName (BattleStatus status) noexcept |
| Return the stable protocol spelling of a battle status. | |
| std::string_view | commandKindName (BattleCommandKind kind) noexcept |
| Return the stable protocol spelling of an accepted command kind. | |
变量 | |
| constexpr std::string_view | kSightBlockerTag = "sight_blocker" |
| Cell tag that makes a cell block line of sight. | |
| constexpr std::string_view | kSideAlternatingPolicyId = "side_alternating" |
| Stable id of the built-in side-alternating turn policy. | |
| constexpr std::string_view | kInitiativePolicyId = "initiative" |
| Stable id of the built-in per-unit initiative turn policy. | |
| constexpr std::string_view | kChargeTimeBattlePolicyId = "charge_time_battle" |
| Stable id of the built-in charge-time (CTB/ATB) turn policy. | |
| constexpr int | kChargeTimeBattleThreshold = 100 |
| Charge a unit must accumulate before it may activate under CTB scheduling. | |
| constexpr std::size_t | kMaxAbilityPayloadBytes = 4096 |
| Upper bound on the opaque ability payload a declaration may carry. | |
类型定义说明
◆ MoveActionExecutor
| using eve::tactics::MoveActionExecutor = typedef TacticsActionExecutor |
Compatibility spelling retained for the original movement-only adapter name.
在文件 TacticsAction.h 第 38 行定义.
◆ TacticsBattleSessionRef
枚举类型说明
◆ BattleCommandKind
|
strong |
Accepted deterministic command kinds recorded for replay.
在文件 TacticsTypes.h 第 356 行定义.
◆ BattlePhase
|
strong |
Explicit, externally observable battle phase.
| 枚举值 | |
|---|---|
| Setup | |
| BattleStart | |
| RoundStart | |
| TurnStart | |
| Acting | |
| Reaction | |
| TurnEnd | |
| RoundEnd | |
| BattleEnd | |
在文件 TacticsTypes.h 第 51 行定义.
◆ BattleStatus
|
strong |
◆ BoardTopology
|
strong |
Supported deterministic board-neighbour topologies.
| 枚举值 | |
|---|---|
| Square4 | |
| Square8 | |
| HexAxial | |
| ExplicitGraph | |
在文件 TacticsTypes.h 第 45 行定义.
◆ CellRangeMetric
|
strong |
Deterministic logical distance used by cellsInRange.
| 枚举值 | |
|---|---|
| Manhattan | |
| Chebyshev | |
| Hex | |
在文件 TacticsPath.h 第 15 行定义.
◆ CoverLevel
|
strong |
How much protection a cell gives against an attacker.
| 枚举值 | |
|---|---|
| None | No protection. |
| Half | Partial protection: an adjacent blocker, but not on the incoming line. |
| Full | Full protection: a blocker sits between the attacker and the target. |
在文件 LineOfSight.h 第 42 行定义.
◆ InteractionIntentKind
|
strong |
What the player asked for. A value, not a mutation.
| 枚举值 | |
|---|---|
| None | Nothing to do: the click landed somewhere with no meaning in this state. |
| SelectUnit | Focus the controlled unit. |
| MoveTo | Move the controlled unit onto InteractionIntent::cell. |
| UseAbilityOn | Declare InteractionIntent::action against cell and optional unit. |
| Cancel | Armed ability/selection should be dropped. |
| Confirm | Submit whatever intent is pending. |
| EndTurn | End the controlled unit's activation. |
在文件 Interaction.h 第 45 行定义.
◆ InteractionState
|
strong |
Where the interaction machine is, as far as the player is concerned.
在文件 Interaction.h 第 29 行定义.
◆ ObjectiveKind
|
strong |
Built-in deterministic objective rules.
| 枚举值 | |
|---|---|
| EliminateSide | |
| SurviveRounds | |
| OccupyCells | |
在文件 TacticsTypes.h 第 420 行定义.
◆ ObjectiveStatus
|
strong |
◆ PresentationRevertTrigger
|
strong |
What makes a presentation intent stop being true.
This is the part a view-object API cannot express, and the reason stale highlights exist.
在文件 Presentation.h 第 62 行定义.
◆ TurnOrder
|
strong |
The total order a policy reports for one pair of units.
This is a named three-valued result rather than a bool on purpose: "equivalent" is a real outcome with real meaning (the caller then applies the canonical subject tie-break), and a bool cannot express it without an out-of-band convention that every reader has to know.
| 枚举值 | |
|---|---|
| LeftFirst | The left unit acts first. |
| RightFirst | The right unit acts first. |
| Equivalent | Both compare equal; the caller decides by canonical order. |
在文件 TurnPolicy.h 第 83 行定义.
◆ UnitVisualState
|
strong |
How a consumer should draw one unit.
The set is deliberately small and player-facing: it is the vocabulary a UI needs, not a description of the model. Idle is the resting state every transient state returns to.
在文件 Presentation.h 第 36 行定义.
函数说明
◆ commandKindName()
|
noexcept |
Return the stable protocol spelling of an accepted command kind.
The command log is persisted and replayed, so its kind spelling is protocol: scripts, diagnostics and tests branch on these strings, never on the numeric enum value, which is free to change with the schema version.
在文件 TacticsTypes.cpp 第 224 行定义.
引用了 commandKindName() , 以及 kind.
被这些函数引用 commandKindName().
◆ coverLevelName()
|
noexcept |
◆ faceActionDefinition()
| EVENGINE_API_DOMAINS action::ActionDefinition eve::tactics::faceActionDefinition | ( | ) |
Build the canonical zero-duration tactics facing action definition.
在文件 TacticsAction.cpp 第 191 行定义.
◆ gridCoverPolicy()
| EVENGINE_API_DOMAINS std::shared_ptr< ICoverPolicy > eve::tactics::gridCoverPolicy | ( | ) |
The process-wide built-in cover policy (same ownership remarks as above).
在文件 LineOfSight.cpp 第 187 行定义.
◆ gridLineOfSightPolicy()
| EVENGINE_API_DOMAINS std::shared_ptr< ILineOfSightPolicy > eve::tactics::gridLineOfSightPolicy | ( | ) |
The process-wide built-in line-of-sight policy.
- 返回
- A shared handle to an immutable object. The pointer type is deliberately non-const because that is what
eve::cap::provideregisters, and every method on the interface isconst, so the handle grants no way to change behaviour.
在文件 LineOfSight.cpp 第 182 行定义.
被这些函数引用 eve::tactics::Tactics::lineOfSightAlgorithm(), eve::tactics::TacticsLineOfSightAdapter::query() , 以及 eve::tactics::Tactics::visibleCellsInRange().
◆ interactionIntentKindName()
|
noexcept |
Human-readable stable spelling of an intent kind (protocol text).
在文件 Interaction.cpp 第 34 行定义.
引用了 Cancel, Confirm, EndTurn, kind, MoveTo, None, SelectUnit , 以及 UseAbilityOn.
◆ interactionStateName()
|
noexcept |
Human-readable stable spelling of an interaction state (protocol text).
在文件 Interaction.cpp 第 22 行定义.
引用了 AwaitSelection, Blocked, Ended, Resolving, state, Targeting , 以及 UnitSelected.
◆ makeFaceRequest()
| EVENGINE_API_DOMAINS Result< action::ActionRequest > eve::tactics::makeFaceRequest | ( | ecs::EntityHandle | unit, |
| int | facing, | ||
| SimulationTick | tick | ||
| ) |
Build a checked facing request with optimistic battle revision.
在文件 TacticsAction.cpp 第 215 行定义.
引用了 facing, eve::Result< T >::failure(), eve::LogicalId::parse(), request, eve::Result< T >::success(), tick , 以及 unit.
◆ makeMoveRequest()
| EVENGINE_API_DOMAINS Result< action::ActionRequest > eve::tactics::makeMoveRequest | ( | ecs::EntityHandle | unit, |
| Cell | destination, | ||
| SimulationTick | tick | ||
| ) |
Build a checked move request using canonical integer cell parameters.
- 参数
-
unit Generation-checked tactical unit source. destination Logical target cell. tick Deterministic request tick.
在文件 TacticsAction.cpp 第 205 行定义.
引用了 eve::Result< T >::failure(), eve::tactics::Cell::layer, eve::LogicalId::parse(), request, eve::Result< T >::success(), tick, unit, eve::tactics::Cell::x , 以及 eve::tactics::Cell::y.
◆ makeSettlementRequest()
| EVENGINE_API_DOMAINS Result< settlement::SettlementRequest > eve::tactics::makeSettlementRequest | ( | const AbilitySettlementRequest & | request | ) |
Validate and project a committed tactical ability into the canonical settlement request.
- 参数
-
request Owning tactical receipt and settlement values.
- 返回
- The exact request consumed by TacticsSettlementRuntime, or a located validation failure. @thread Thread-safe for independent request values; reads no module state. @reentrancy Does not invoke callbacks. @cost Linear in tag and context size due to owning projection.
在文件 TacticsSettlement.cpp 第 8 行定义.
引用了 eve::settlement::SettlementRequest::context, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::InvalidArgument, eve::SubjectRef::isValid(), eve::settlement::SettlementRequest::kind, eve::settlement::SettlementRequest::magnitude, request, eve::settlement::SettlementRequest::source, eve::Result< T >::success(), eve::settlement::SettlementRequest::tags, target, eve::settlement::SettlementRequest::target , 以及 eve::settlement::SettlementRequest::tick.
被这些函数引用 eve::tactics::TacticsSettlementRuntime::settle() , 以及 eve::tactics::TacticsSettlementRuntime::settleAtomic().
◆ makeWaitRequest()
| EVENGINE_API_DOMAINS Result< action::ActionRequest > eve::tactics::makeWaitRequest | ( | ecs::EntityHandle | unit, |
| SimulationTick | tick | ||
| ) |
Build a checked wait request with optimistic battle revision.
在文件 TacticsAction.cpp 第 223 行定义.
引用了 eve::Result< T >::failure(), eve::LogicalId::parse(), eve::Result< T >::success(), tick , 以及 unit.
◆ Module_IMPL()
| eve::tactics::Module_IMPL | ( | Tactics | , |
| new | Tactics() | ||
| ) |
◆ moveActionDefinition()
| EVENGINE_API_DOMAINS action::ActionDefinition eve::tactics::moveActionDefinition | ( | ) |
Build the canonical zero-duration tactics move action definition.
在文件 TacticsAction.cpp 第 184 行定义.
◆ phaseName()
|
noexcept |
Return the stable protocol spelling of a battle phase.
在文件 TacticsTypes.cpp 第 200 行定义.
引用了 phase , 以及 phaseName().
被这些函数引用 eve::tactics::Tactics::gameplayEvents(), eve::tactics::Tactics::observeGameplay() , 以及 phaseName().
◆ presentationRevertTriggerName()
|
noexcept |
Human-readable stable spelling of a revert trigger (protocol text).
在文件 Presentation.cpp 第 62 行定义.
引用了 Never, OnExpiry, OnNextTurn , 以及 OnRoundStart.
◆ registerTacticsLineOfSightProvider()
| Result< void > eve::tactics::registerTacticsLineOfSightProvider | ( | ) |
Claim the grid coordinate spaces for the tactics adapter.
- 返回
- Applied when this call claimed the spaces, NoOp when they were already claimed by this adapter, or the router's own refusal (Conflict for a foreign provider, Unsupported when no router is available).
- 备注
- Called from the module constructor, so importing
tacticsis what makes grid line of sight available to the targeting pipeline.
在文件 TacticsLineOfSightAdapter.cpp 第 113 行定义.
引用了 adapter, eve::Applied, eve::sensing::ensureLineOfSightRouter(), eve::Result< T >::failure(), eve::sensing::Grid2D, eve::sensing::Grid3D, eve::Status::success(), eve::Result< T >::success() , 以及 tacticsLineOfSightAdapter().
被这些函数引用 eve::tactics::Tactics::Tactics().
◆ statusName()
|
noexcept |
Return the stable protocol spelling of a battle status.
在文件 TacticsTypes.cpp 第 215 行定义.
引用了 status , 以及 statusName().
被这些函数引用 eve::tactics::Tactics::observeGameplay() , 以及 statusName().
◆ tacticsLineOfSightAdapter()
| EVENGINE_API_DOMAINS TacticsLineOfSightAdapter & eve::tactics::tacticsLineOfSightAdapter | ( | ) |
The process-wide adapter instance the capability answers with.
在文件 TacticsLineOfSightAdapter.cpp 第 59 行定义.
引用了 adapter.
被这些函数引用 eve::tactics::Tactics::attachLineOfSightBoard(), eve::tactics::Tactics::detachLineOfSightBoard() , 以及 registerTacticsLineOfSightProvider().
◆ unitVisualStateName()
|
noexcept |
◆ validateAbility()
| Result< AbilityReceipt > eve::tactics::validateAbility | ( | Battle & | battle, |
| SubjectRef | actor, | ||
| const LogicalId & | action, | ||
| Cell | targetCell, | ||
| SubjectRef | targetUnit, | ||
| std::string_view | payload | ||
| ) |
Validate one ability declaration without mutating anything.
The commit path and the preview path both run exactly this function, so a caller can show "legal, costs one point" and then commit it without a second rule set that could disagree.
在文件 TacticsBattle.cpp 第 344 行定义.
引用了 Acting, action, eve::tactics::AbilityReceipt::action, eve::tactics::AbilityReceipt::actor, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::InvalidArgument, eve::SubjectRef::isValid(), kMaxAbilityPayloadBytes, eve::tactics::Cell::layer, eve::NotFound, payload, eve::PreconditionViolation, eve::tactics::AbilityReceipt::remainingActionPoints, Running, eve::StaleHandle, eve::Result< T >::success(), eve::tactics::AbilityReceipt::targetCell, eve::tactics::AbilityReceipt::targetUnit, turn , 以及 unit.
被这些函数引用 eve::tactics::BattleSystem::previewAbility() , 以及 eve::tactics::BattleSystem::useAbility().
◆ visibleCellsInRange()
| EVENGINE_API_DOMAINS Result< std::vector< Cell > > eve::tactics::visibleCellsInRange | ( | const BoardState & | board, |
| const ILineOfSightPolicy & | policy, | ||
| Cell | origin, | ||
| int | minimum, | ||
| int | maximum, | ||
| CellRangeMetric | metric | ||
| ) |
Cells within a metric range of origin that policy can actually see.
- 参数
-
board Authoritative board facts. policy Sight rule to apply; a caller may pass a project implementation. origin Observer cell. minimum Inclusive lower bound of the range, in metricunits.maximum Inclusive upper bound of the range. metric Logical distance the caller wants the range measured in.
- 返回
- The visible cells in the board's deterministic cell order, or a structured refusal when the origin is unknown or the range bounds are invalid.
- 备注
- This is the query a UI needs to fill
InteractionContext::targetableCells, and it deliberately composes the existing range query with the sight policy instead of re-deriving either: range and sight stay separate rules with one owner each. @cost Linear in the number of cells the range query returns, times the trace length of each; the result is a projection of the current board and must be recomputed after any change to it.
在文件 LineOfSight.cpp 第 192 行定义.
引用了 board, cell, eve::tactics::PathQuery::cellsInRange(), maximum, minimum, origin, visible , 以及 eve::tactics::ILineOfSightPolicy::visible().
◆ waitActionDefinition()
| EVENGINE_API_DOMAINS action::ActionDefinition eve::tactics::waitActionDefinition | ( | ) |
Build the canonical zero-duration tactics wait action definition.
在文件 TacticsAction.cpp 第 198 行定义.
变量说明
◆ kChargeTimeBattlePolicyId
|
inlineconstexpr |
Stable id of the built-in charge-time (CTB/ATB) turn policy.
This policy schedules by accumulated charge instead of "one activation per unit
per round", so a unit with higher initiative really does act more often. See ChargeTimeBattlePolicy for the exact gain/ready/consume rule.
在文件 TacticsTypes.h 第 74 行定义.
◆ kChargeTimeBattleThreshold
|
inlineconstexpr |
Charge a unit must accumulate before it may activate under CTB scheduling.
Part of the policy's behaviour rather than of persisted data, but it is a named constant because the charge values stored in a snapshot are only meaningful relative to it.
在文件 TacticsTypes.h 第 82 行定义.
◆ kInitiativePolicyId
|
inlineconstexpr |
Stable id of the built-in per-unit initiative turn policy.
在文件 TacticsTypes.h 第 66 行定义.
◆ kMaxAbilityPayloadBytes
|
inlineconstexpr |
Upper bound on the opaque ability payload a declaration may carry.
The payload is caller-owned effect data that tactics stores and replays verbatim, so the only rule tactics can enforce without reading it is a bound: a persisted snapshot must not grow without limit.
在文件 TacticsTypes.h 第 353 行定义.
被这些函数引用 validateAbility().
◆ kSideAlternatingPolicyId
|
inlineconstexpr |
Stable id of the built-in side-alternating turn policy.
在文件 TacticsTypes.h 第 64 行定义.
◆ kSightBlockerTag
|
inlineconstexpr |
Cell tag that makes a cell block line of sight.
在文件 LineOfSight.h 第 39 行定义.