General |
Functions |
Boolean AI_DebugEnabled( Void ) | |
Returns true debugging trace calls should be used, false otherwise |
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Source: [AILuaUtil.cpp (2470)] |
Position AI_FindClosestEnemyPos( AIPlayer* pAIPlayer ) | |
Return the closest enemy base position to the given AI or returns zero if it can't find one |
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Source: [AILuaUtil.cpp (1873)] |
Position AI_FindOpenNearPos( Position pos ) | |
Return an open position near the given position (default: size 5) |
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Source: [AILuaUtil.cpp (1865)] |
String AI_GetUnitClassAt( Integer classindex ) | |
Returns the unit class type name for the given index (example return: "infantry") |
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Source: [AILuaUtil.cpp (1986)] |
Integer AI_GetUnitClassCount( Void ) | |
Returns the number of type unit class types |
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Source: [AILuaUtil.cpp (1980)] |
Integer AI_GetUnitClassID( String classname ) | |
Returns the unit class ID for the given name (example parameter: "class_light_vehicle") |
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Source: [AILuaUtil.cpp (1994)] |
Void AIAbility_CastPlayer( AIPlayer* pPlayer, PropertyBagGroup pbg ) | |
Casts a player ability (no target required) |
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Source: [AILuaUtil.cpp (2295)] |
Void AIAbility_CastPlayerToPos( AIPlayer* pPlayer, PropertyBagGroup pbg, Position position ) | |
Casts a player ability on the given position |
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Source: [AILuaUtil.cpp (2283)] |
Void AIAbility_CastPlayerToPosWithFacing( AIPlayer* pPlayer, PropertyBagGroup pbg, Position position, Position lookAtPos ) | |
Casts a player ability on the given position facing the lookAtPos (a position not a direction) |
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Source: [AILuaUtil.cpp (2289)] |
Boolean AIAbility_DoesTargetEntity( PropertyBagGroup pbg ) | |
Does this ability target entities |
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Source: [AILuaUtil.cpp (2238)] |
Boolean AIAbility_DoesTargetPosition( PropertyBagGroup pbg ) | |
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Source: [AILuaUtil.cpp (2216)] |
Boolean AIAbility_DoesTargetSquad( PropertyBagGroup pbg ) | |
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Source: [AILuaUtil.cpp (2227)] |
ResourceAmount AIAbility_GetCost( const ModPlayer* pPlayer, PropertyBagGroup pbg ) | |
Returns the cost of the given ability, needs player to determine if any modifiers have been applied to it |
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Source: [AILuaUtil.cpp (2205)] |
String AIAbility_GetDemandFunc( PropertyBagGroup pbg ) | |
Returns the ability demand function defined in its tactic property table |
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Source: [AILuaUtil.cpp (2181)] |
String AIAbility_GetEntityFunc( PropertyBagGroup pbg ) | |
Returns the ability entity filtering function defined in its tactic property table |
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Source: [AILuaUtil.cpp (2199)] |
String AIAbility_GetFilterFunc( PropertyBagGroup pbg ) | |
Returns the ability filter function defined in its tactic property table |
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Source: [AILuaUtil.cpp (2175)] |
PropertyBagGroup AIAbility_GetPlayerAt( AIPlayer* pPlayer, Integer index ) | |
Returns the player ability at the given index |
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Source: [AILuaUtil.cpp (2166)] |
Integer AIAbility_GetPlayerCount( AIPlayer* pPlayer ) | |
Returns the number of abilities this AI player has |
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Source: [AILuaUtil.cpp (2158)] |
String AIAbility_GetPositionFunc( PropertyBagGroup pbg ) | |
Returns the ability position filtering function defined in its tactic property table |
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Source: [AILuaUtil.cpp (2193)] |
String AIAbility_GetSquadFunc( PropertyBagGroup pbg ) | |
Returns the ability squad filtering function defined in its tactic property table |
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Source: [AILuaUtil.cpp (2187)] |
Boolean AIAbility_IsFacing( PropertyBagGroup pbg ) | |
Is this a modal ability, does it require the AI to choose a target |
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Source: [AILuaUtil.cpp (2260)] |
Boolean AIAbility_IsTargeted( PropertyBagGroup pbg ) | |
Is this a modal ability, does it require the AI to choose a target |
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Source: [AILuaUtil.cpp (2249)] |
Real AIPlayer_AllyThreatAtPos( AIPlayer* pPlayer, Position pos ) | |
Return the amount of ally threat at the given position |
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Source: [AILuaUtil.cpp (1896)] |
Boolean AIPlayer_CanPlayerCastAbility( AIPlayer* pPlayer, PropertyBagGroup pbg ) | |
Can the given ai player cast the given ability (pbg) |
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Source: [AILuaUtil.cpp (2275)] |
Boolean AIPlayer_CanSee( AIPlayer* pPlayer, Position pos ) | |
Returns true if the AIplayer can see this position through the FOW |
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Source: [AILuaUtil.cpp (455)] |
Boolean AIPlayer_CanSeeEntity( AIPlayer* pPlayer, EntityID pEntity ) | |
Returns true if the AIplayer can see this entity through the FOW (will return false for camo'd units) |
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Source: [AILuaUtil.cpp (461)] |
Boolean AIPlayer_CanSeeSquad( AIPlayer* pPlayer, SquadID pSquad ) | |
Returns true if the AIplayer can see this entity through the FOW (will return false for camo'd units) |
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Source: [AILuaUtil.cpp (467)] |
Real AIPlayer_EnemyThreatAtPos( AIPlayer* pPlayer, Position pos ) | |
Return the amount of enemy threat at the given position |
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Source: [AILuaUtil.cpp (1890)] |
Integer AIPlayer_GetBestClumpIdx( AIPlayer* pPlayer, AISquad* pSquad, Real allowableDist ) | |
(AI only) returns a 0-based index of the best clump of enemy players within the given tolerance to the AI squad |
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Source: [AILuaUtil.cpp (1657)] |
Integer AIPlayer_GetBestPosClumpIdx( AIPlayer* pPlayer, Position pos, Real allowableDist ) | |
(AI only) returns a 0-based index of the best clump of enemy players within the given tolerance to the AI squad |
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Source: [AILuaUtil.cpp (1668)] |
Position AIPlayer_GetClumpPosition( AIPlayer* pPlayer, Integer i ) | |
(AI only) Used for tactics; returns a "special error position" on failure that's nowhere inside the world |
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Source: [AILuaUtil.cpp (1701)] |
Integer AIPlayer_GetDifficultyLevel( AIPlayer* pPlayer ) | |
Returns the difficulty level of this AI player, will return one of these: AD_Easy, AD_Standard, AD_Hard, AD_Hardest |
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Source: [AILuaUtil.cpp (951)] |
Integer AIPlayer_GetFowBestClumpIdx( AIPlayer* pPlayer, AISquad* pSquad, Real allowableDist ) | |
(AI only) returns a 0-based index of the best clump of enemy players within the given tolerance to the AI squad |
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Source: [AILuaUtil.cpp (1681)] |
AIPlayer* AIPlayer_GetLocal( Integer playerId ) | |
Returns the local AIPlayer given a PlayerId (1000-1008) |
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Source: [AILuaUtil.cpp (476)] |
Integer AIPlayer_GetNextBestPosClumpIdx( AIPlayer* pPlayer, Position pos, Real allowableDist ) | |
(AI only) returns a 0-based index of the best clump of enemy players within the given tolerance to the AI squad (ignores the passed in position clump) |
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Source: [AILuaUtil.cpp (1674)] |
ResourceAmount AIPlayer_GetProductionCost( const ModPlayer* player, Integer buildtype, PropertyBagGroup pbg ) | |
Returns the cost of the given structure PBG |
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Source: [AILuaUtil.cpp (565)] |
String AIPlayer_GetRace( const ModPlayer* pPlayer ) | |
Returns a pbg given a pathname (eg. ebps\\race_*\\pvp\\buildings\\*_hq) |
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Source: [AILuaUtil.cpp (499)] |
ResourceAmount AIPlayer_GetStructureCost( const ModPlayer* player, PropertyBagGroup pbg ) | |
Returns the cost of the given structure PBG |
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Source: [AILuaUtil.cpp (558)] |
Boolean AIPlayer_IsFireConePosition( AIPlayer* pPlayer, Math::Vector3f position ) | |
Returns true if the given position is in a setup firecone arc (something that can be avoided) |
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Source: [AILuaUtil.cpp (447)] |
Void AIPlayer_SimulatePre( AIPlayer* pAIPlayer ) | |
Updates the AIs analysis of the world (VPs, winconditions, all things adjusted at simulate-pre time) |
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Source: [AILuaUtil.cpp (1086)] |
Real AIPlayer_SumThreatAtPos( AIPlayer* pPlayer, Position pos ) | |
Return the amount of total threat (enemy - ally) |
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Source: [AILuaUtil.cpp (1902)] |
Real AIPlayer_ThreatAtBase( AIPlayer* pPlayer ) | |
Return the amount of threat around the home-base |
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Source: [AILuaUtil.cpp (1882)] |
Real AIPlayer_TotalDamageReceived( AIPlayer* pPlayer ) | |
Return the total amount of damage the AI has received from all its enemies |
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Source: [AILuaUtil.cpp (1908)] |
PropertyBagGroup AIProduction_GetBuildableBuildingAt( AIPlayer* pPlayer, Integer index ) | |
Source: [AILuaUtil.cpp (1323)] |
Integer AIProduction_GetBuildableBuildingCount( AIPlayer* pPlayer ) | |
Source: [AILuaUtil.cpp (1317)] |
PropertyBagGroup AIProduction_GetBuildableSquadAt( AIPlayer* pPlayer, Integer index ) | |
Return the squad PBG at the given index, must be less than GetBuildableSquadCount |
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Source: [AILuaUtil.cpp (1335)] |
Integer AIProduction_GetBuildableSquadCount( AIPlayer* pPlayer ) | |
Returns the number of squads that can be built based on the buildings the AI currently has |
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Source: [AILuaUtil.cpp (1329)] |
Integer AIProduction_GetNumEntityProductionQueue( AIPlayer* pPlayer ) | |
Returns the number of entity production queues there are |
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Source: [AILuaUtil.cpp (2095)] |
PropertyBagGroup AIProduction_GetProductionItemAt( AIPlayer* pPlayer, Integer buildtype, Integer index ) | |
Return the upgrade PBG at the given index, must be less than GetBuildableUpgradeCount |
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Source: [AILuaUtil.cpp (1347)] |
Integer AIProduction_GetProductionItemCount( AIPlayer* pPlayer, Integer buildtype ) | |
Returns the number of upgrades that can be built based on the buildings the AI currently has |
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Source: [AILuaUtil.cpp (1341)] |
Integer AIProduction_GetSpawnerBuildings_Team( AIPlayer* pPlayer, EGroupID pGroup ) | |
Fills the given EGroup with a list of spawner structures for the given player |
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Source: [AILuaUtil.cpp (2115)] |
Void AIProfile_Marker( String name ) | |
Adds a profile marker |
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Source: [AILuaUtil.cpp (2482)] |
Void AIProfile_Marker2( String name ) | |
Adds a profile marker |
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Source: [AILuaUtil.cpp (2491)] |
Void AIProfile_Marker3( String name ) | |
Adds a profile marker |
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Source: [AILuaUtil.cpp (2500)] |
Void AIProfile_Marker4( String name ) | |
Adds a profile marker |
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Source: [AILuaUtil.cpp (2509)] |
Integer AIResource_GetCapturePointAddOnCount( AIPlayer* { if (pPoint == NULL ) | |
returns the number of addons on a capture point |
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Source: [AILuaUtil.cpp (1054)] |
AICapturePoint* AIResource_GetCapturePointAt( AIPlayer* pPlayer, Integer i ) | |
returns a capture point at given index |
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Source: [AILuaUtil.cpp (1035)] |
Integer AIResource_GetCapturePointID( AIPlayer* { if (pPoint == NULL ) | |
returns a unique identifier for the given capture point |
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Source: [AILuaUtil.cpp (1043)] |
String AIResource_GetCapturePointName( AICapturePoint* pPoint ) | |
returns the blueprint name of the associated entity |
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Source: [AILuaUtil.cpp (1063)] |
Integer AIResource_GetCapturePointsTotal( AIPlayer* pPlayer ) | |
Returns the total number of capturable points in the world |
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Source: [AILuaUtil.cpp (1029)] |
Integer AIResource_GetCurrentPopulation( AIPlayer* pPlayer, Integer captype ) | |
Returns the current population (includes proxy). (use either CT_Vehicle or CT_Personnel for captype) |
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Source: [AILuaUtil.cpp (976)] |
ResourceAmount AIResource_GetCurrentResourceRate( AIPlayer* pPlayer ) | |
Returns the number of resources we have (in proxy) right now (RT_Requisition, RT_Power, RT_Waaagh) |
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Source: [AILuaUtil.cpp (963)] |
ResourceAmount AIResource_GetCurrentResources( AIPlayer* pPlayer ) | |
Returns the number of resources we have (in proxy) right now (RT_Requisition, RT_Power, RT_Waaagh) |
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Source: [AILuaUtil.cpp (957)] |
Integer AIResource_GetMaxPopulation( AIPlayer* pPlayer, Integer captype ) | |
Returns the map population. (use either CT_Vehicle or CT_Personnel for captype) |
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Source: [AILuaUtil.cpp (982)] |
Integer AIResource_GetNumCapturers( AIPlayer* pPlayer ) | |
Returns the total of units that could do some capturing |
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Source: [AILuaUtil.cpp (893)] |
Integer AIResource_GetNumCombatants( AIPlayer* pPlayer ) | |
Returns the total of units that could do some combat |
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Source: [AILuaUtil.cpp (899)] |
Integer AIResource_GetNumCombatantsWhoCanOnlyAttack( AIPlayer* pPlayer ) | |
Returns the total of units that can only attack (not defend) |
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Source: [AILuaUtil.cpp (905)] |
Integer AIResource_GetNumCombatantsWhoCanOnlyDefend( AIPlayer* pPlayer ) | |
Returns the total of units that can only defend (not attack) |
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Source: [AILuaUtil.cpp (911)] |
Integer AIResource_GetNumOwnedCapturePoints( AIPlayer* pPlayer ) | |
Get number of owner strategic points for the given AI |
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Source: [AILuaUtil.cpp (1000)] |
Integer AIResource_GetNumOwnedCapturePointsOfType( AIPlayer* pPlayer, Integer capType ) | |
Get number of owned strategic points of given type for the given AI |
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Source: [AILuaUtil.cpp (1006)] |
Integer AIResource_GetNumSecuredCapturePoints( AIPlayer* pPlayer ) | |
Get number of secured strategic points that this AI has |
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Source: [AILuaUtil.cpp (988)] |
Integer AIResource_GetNumSecuredCapturePointsForAddOns( AIPlayer* pPlayer ) | |
Get number of secured strategic points that this AI has |
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Source: [AILuaUtil.cpp (994)] |
Integer AIResource_GetNumUnconsciousSquads( AIPlayer* pPlayer ) | |
Returns the total of squads that have unconscious units (need resurrecting). |
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Source: [AILuaUtil.cpp (917)] |
Real AIResource_GetResourceRate( AIPlayer* pPlayer, Integer rtype ) | |
Returns the resource rate (RT_Requisition, RT_Power, RT_Waaagh) measured in res per second |
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Source: [AILuaUtil.cpp (969)] |
Real AIResource_GetResurrectDepreciationProgress( AISquad* pSquad ) | |
Returns the depreciation progress for a given squad that needs resurrection (0 is at max cost, 1 is at min cost). |
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Source: [AILuaUtil.cpp (934)] |
ResourceAmount AIResource_GetResurrectSquadCost( AISquad* pSquad ) | |
Returns the current cost to resurrect the given squad. |
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Source: [AILuaUtil.cpp (923)] |
AISquad* AIResource_GetUnconsciousSquad( AIPlayer* pPlayer ) | |
Returns first unconscious squad (null if none) |
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Source: [AILuaUtil.cpp (1074)] |
AISquad* AIResource_GetUnconsciousSquadByPBG( AIPlayer* pPlayer, PropertyBagGroup pbg ) | |
Returns first unconscious squad matching PBG (null if none) |
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Source: [AILuaUtil.cpp (1080)] |
Integer AIResource_GetVictoryPointsOwnedBy( AIPlayer* pPlayer, Integer team ) | |
Returns the number of victory points owned by the given team |
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Source: [AILuaUtil.cpp (1023)] |
Integer AIResource_GetVictoryPointTotal( AIPlayer* pPlayer ) | |
Returns the total number of victory points in the world |
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Source: [AILuaUtil.cpp (1017)] |
Real AISquad_GetAggression( AISquad* pAISquad ) | |
Returns the aggression value for the squad. |
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Source: [AILuaUtil.cpp (326)] |
Position AISquad_GetAnchorPos( AISquad* pSquad ) | |
Returns the anchor position for an ai squad |
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Source: [AILuaUtil.cpp (236)] |
Real AISquad_GetCaptureTask_CaptureProgress( AISquad* pAISquad ) | |
Get the capture progress of the Squad Capture Task target. Returns -1 if target does not exist. |
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Source: [AILuaUtil.cpp (406)] |
Integer AISquad_GetCloseAlliedEntitiesCount( AISquad* pAISquad ) | |
Returns the number of nearby allied entities |
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Source: [AILuaUtil.cpp (308)] |
EntityID AISquad_GetClosestObstruction( AISquad* pSquad, Real radius, Boolean bFilterAllied ) | |
Returns the closest obstruction entity to the given squad |
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Source: [AILuaUtil.cpp (2377)] |
EntityID AISquad_GetClosestObstructionOfType( AISquad* pSquad, Real radius, PropertyBagGroup pbgtype ) | |
Returns the closest obstruction entity to the given squad |
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Source: [AILuaUtil.cpp (2433)] |
Position AISquad_GetCombatTask_TargetPosition( AISquad* pAISquad ) | |
Get the position of the Squad Combat Task target. Returns invalid position if target does not exist. |
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Source: [AILuaUtil.cpp (376)] |
Boolean AISquad_InCaptureTask( AISquad* pAISquad ) | |
Returns true if Squad is in Capture Task. |
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Source: [AILuaUtil.cpp (362)] |
Boolean AISquad_InCombatTask( AISquad* pAISquad ) | |
Returns true if Squad is in Combat Task. |
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Source: [AILuaUtil.cpp (349)] |
Boolean AISquad_IsPosThreateningToSquad( AIPlayer* pPlayer, AISquad* pAISquad, Position pos ) | |
Determines if the given position is threatening to the given squad |
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Source: [AILuaUtil.cpp (297)] |
Boolean AISquad_IsPosWithinDistOfAttackTarget( AISquad* pSquad, Math::Vector3f pos, Real radius ) | |
Returns true if the given position is within the range of any targets of this squad |
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Source: [AILuaUtil.cpp (2409)] |
Void AISquad_SetAggression( AISquad* pAISquad, Real aggression ) | |
Sets the aggression value for the squad. |
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Source: [AILuaUtil.cpp (337)] |
Boolean Construction_CanConstruct( AIPlayer* pPlayer, PropertyBagGroup pbg ) | |
Can this AIPlayer construct this PBG (meaning does he have the prereqs) |
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Source: [AILuaUtil.cpp (1092)] |
Boolean Construction_CanConstructNow( AIPlayer* pPlayer, PropertyBagGroup pbg ) | |
Can this AIPlayer construct this PBG now (meaning does he have the prereqs and the money) |
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Source: [AILuaUtil.cpp (1098)] |
Integer Construction_IncompleteStructuresCount( AIPlayer* pPlayer ) | |
Returns the number of incomplete structures there are in the world (ones that are not currently in any tasks) |
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Source: [AILuaUtil.cpp (2340)] |
Void Construction_ScuttleIncompleteThreatenedBuildings( AIPlayer* pPlayer, Real minThreatThreshold ) | |
This goes through all the incomplete buildings and scuttles them if threatened |
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Source: [AILuaUtil.cpp (2346)] |
Integer EntityQuery_GetCapturePoints( EGroupID egroup ) | |
fills the provided EGroup with strat points in the world |
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Source: [AILuaUtil.cpp (2003)] |
Boolean EntityQuery_IsStructure( EntityID pEntity ) | |
Returns true if this is a structure |
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Source: [AILuaUtil.cpp (602)] |
Integer getmetatype( LuaBinding::StackVar var ) | |
Returns the type of the past in variable |
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Source: [AILuaUtil.cpp (2331)] |
Boolean PBG_CanCapture( AIPlayer* pPlayer, PropertyBagGroup pbg ) | |
Determines if the the given PBG can capture now |
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Source: [AILuaUtil.cpp (2077)] |
Boolean PBG_CanCaptureEver( PropertyBagGroup pbg ) | |
Can this squad capture points |
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Source: [AILuaUtil.cpp (2071)] |
Void PBG_ClearLimits( AIPlayer* pPlayer ) | |
Source: [AILuaUtil.cpp (1311)] |
PropertyBagGroup PBG_Get( String name ) | |
Returns a pbg given a pathname (eg. ebps\\races\\allies\\buildings\\motorpool.lua) |
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Source: [AILuaUtil.cpp (484)] |
Integer PBG_GetCount( AIPlayer* pPlayer, PropertyBagGroup pbg ) | |
How many of the given item does this player own |
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Source: [AILuaUtil.cpp (1280)] |
Real PBG_GetDefencePriority( PropertyBagGroup pbg ) | |
Get the AIExtInfo defence priority of this object. |
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Source: [AILuaUtil.cpp (585)] |
Integer PBG_GetID( PropertyBagGroup pbg ) | |
Source: [AILuaUtil.cpp (1968)] |
Integer PBG_GetLimit( AIPlayer* pPlayer, PropertyBagGroup pbg ) | |
How many of this PBG can this ai player build, artifical cap. |
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Source: [AILuaUtil.cpp (1299)] |
String PBG_GetName( PropertyBagGroup pbg ) | |
Source: [AILuaUtil.cpp (1957)] |
Integer PBG_GetNumCanProduce( AIPlayer* pPlayer, Integer buildtype, PropertyBagGroup pbg ) | |
How many of production channels are their for this PBG |
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Source: [AILuaUtil.cpp (1286)] |
Integer PBG_GetNumRequestsForProducer( AIPlayer* pPlayer, Integer buildtype, PropertyBagGroup pbg ) | |
How many requests are there for the producers of this PBG |
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Source: [AILuaUtil.cpp (1292)] |
Boolean PBG_IsSame( PropertyBagGroup pbg1, PropertyBagGroup pbg2 ) | |
Takes two PBGs and returns true if they are the same |
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Source: [AILuaUtil.cpp (2089)] |
Boolean PBG_IsStructure( PropertyBagGroup pbg ) | |
Returns true if this object is a structure (something with a site_ext) |
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Source: [AILuaUtil.cpp (577)] |
Integer PBG_ProductionItemCount( PropertyBagGroup pbg, Integer buildtype ) | |
Returns the number of items this structure can produce of the given production build type |
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Source: [AILuaUtil.cpp (571)] |
Void PBG_SetLimit( AIPlayer* pPlayer, PropertyBagGroup pbg, Integer limit ) | |
Source: [AILuaUtil.cpp (1305)] |
Real PlayerStats_ComparePlayerCombatRatingDiff( const ModPlayer* pPlayer_lhs, const ModPlayer* pPlayer_rhs ) | |
Gives a single value of how many rating points lhs is above rhs, can be negative |
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Source: [AILuaUtil.cpp (669)] |
Real PlayerStats_ComparePlayerCombatRatingPercentageDiff( const ModPlayer* pPlayer_lhs, const ModPlayer* pPlayer_rhs ) | |
Gives a percentage describing what percent of rhs is lhs (1.0 == 100%), can be negative |
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Source: [AILuaUtil.cpp (686)] |
Real PlayerStats_CompareTeamCombatRatingDiff( Integer team_lhs, Integer team_rhs ) | |
Gives a single value of how many rating points lhs is above rhs, can be negative |
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Source: [AILuaUtil.cpp (704)] |
Real PlayerStats_CompareTeamCombatRatingPercentageDiff( Integer team_lhs, Integer team_rhs ) | |
Gives a percentage describing what percent of rhs is lhs (1.0 == 100%), can be negative |
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Source: [AILuaUtil.cpp (716)] |
Real PlayerStats_EvaluateSquadPurchaseCombatRatingDiff( PropertyBagGroup squadPBG, const ModPlayer* pPlayer, Integer team_enemy ) | |
Evaluates the value of purchasing a unit for the given player, when faced against the given enemy team. The value is the difference in combat outcome (CombatRatingDiff) between after purchase and before. |
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Source: [AILuaUtil.cpp (729)] |
Real PlayerStats_EvaluateSquadUpgradePurchaseCombatRatingDiff( AISquad* aiSquad, PropertyBagGroup upgradePBG, const ModPlayer* pPlayer, Integer team_enemy ) | |
Evaluates the value of purchasing a unit for the given player, when faced against the given enemy team. The value is the difference in combat outcome (CombatRatingDiff) between after purchase and before. |
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Source: [AILuaUtil.cpp (757)] |
Real PlayerStats_GetTotalAntiClassRatingSum( const ModPlayer* pPlayer ) | |
Retrieves the total anti-class rating for this player |
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Source: [AILuaUtil.cpp (633)] |
Real PlayerStats_GetTotalClassRatingSum( const ModPlayer* pPlayer ) | |
Retrieves the total class rating for this player |
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Source: [AILuaUtil.cpp (620)] |
Real PlayerStats_GetTotalHistoryAntiClassRatingSum( const ModPlayer* pPlayer ) | |
Retrieves the total anti-class rating for all the units that has killed this AI's units recently |
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Source: [AILuaUtil.cpp (808)] |
Real PlayerStats_GetTotalHistoryClassRatingSum( const ModPlayer* pPlayer ) | |
Retrieves the total class rating for all the units that has killed this AI's units recently |
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Source: [AILuaUtil.cpp (796)] |
Real PlayerStats_GetTotalSquadAntiClassRatingSum( const ModPlayer* pPlayer ) | |
Retrieves the total squad anti-class rating for this player and the specified class |
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Source: [AILuaUtil.cpp (657)] |
Real PlayerStats_GetTotalSquadClassRatingSum( const ModPlayer* pPlayer ) | |
Retrieves the total squad class rating for this player |
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Source: [AILuaUtil.cpp (645)] |
Void Request_Capture( AIPlayer* pPlayer, Integer groupID, Real priority, LuaBinding::StackVarTable captureOrderParams ) | |
Attempts to lock a capturing resource to go out and capture a point |
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Source: [AILuaUtil.cpp (855)] |
Void Request_Combat( AIPlayer* pPlayer, Integer groupID, Real priority, LuaBinding::StackVarTable combatOrderParams ) | |
Request a combat task. The task will choose a target. rallyLocation should be one of:RALLY_None,RALLY_InBase,RALLY_LastPosSafe,RALLY_NearDefendPoint,RALLY_ReinforcePoint |
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Source: [AILuaUtil.cpp (2031)] |
Void Request_Generator( AIPlayer* pPlayer, Integer groupID, Real priority, PropertyBagGroup pbg ) | |
Attempts to build a generator structure to secure a point |
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Source: [AILuaUtil.cpp (876)] |
Void Request_ImmobileCombat( AIPlayer* pPlayer, Integer groupID, Real priority ) | |
Requests a task to be used by immobile combat units |
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Source: [AILuaUtil.cpp (886)] |
Void Request_Secure( AIPlayer* pPlayer, Integer groupID, Real priority, PropertyBagGroup pbg ) | |
Attempts to build a structure to secure a point |
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Source: [AILuaUtil.cpp (866)] |
Void Request_Sniper( AIPlayer* pPlayer, Integer groupID, Real priority, Integer sniperStyle ) | |
Request a sniper task. sniperStyle should be one of:SNIPER_Attack,SNIPER_Defend |
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Source: [AILuaUtil.cpp (2060)] |
SquadID SquadQuery_GetAnySquadCombatTarget( SquadID pSquad ) | |
Returns the first target squad for the given squad |
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Source: [AILuaUtil.cpp (2313)] |
Boolean SquadQuery_IsVehicle( SquadID pSquad ) | |
Returns true if the given squad is a vehicle type squad |
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Source: [AILuaUtil.cpp (2302)] |
Real SquadStats_GetAntiClassRating( PropertyBagGroup pbg, Integer ai_class_type ) | |
Retrieves the effectives of this unit against another unit of the given classID. |
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Source: [AILuaUtil.cpp (550)] |
Integer SquadStats_GetBuildTicks( const ModPlayer* pPlayer, PropertyBagGroup pbg ) | |
Retrieve the population cap this squad will add (use either CT_Vehicle or CT_Personnel for captype) |
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Source: [AILuaUtil.cpp (522)] |
Integer SquadStats_GetClass( PropertyBagGroup pbg ) | |
Retrieves the type of class that this unit is, determined in the attribute editor. Returns a classID |
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Source: [AILuaUtil.cpp (528)] |
Real SquadStats_GetClassRating( PropertyBagGroup pbg, Integer ai_class_type ) | |
Retrieves the class rating for this unit, which is a rating of how powerful a unit of this class it is |
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Source: [AILuaUtil.cpp (542)] |
ResourceAmount SquadStats_GetCost( const ModPlayer* pPlayer, PropertyBagGroup pbg ) | |
Returns the modified cost of the given unit including all modifications added by the given player |
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Source: [AILuaUtil.cpp (510)] |
Real SquadStats_GetPop( const ModPlayer* { return (float ) | |
Retrieve the population cap this squad will add (use either CT_Vehicle or CT_Personnel for captype) |
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Source: [AILuaUtil.cpp (518)] |
Real SquadStats_GetPrimaryClassRating( PropertyBagGroup pbg ) | |
Retrieves the class rating for this unit, which is a rating of how powerful a unit of this class it is |
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Source: [AILuaUtil.cpp (534)] |
Void Task_CalcInTaskCombatRating( AIPlayer* pPlayer ) | |
Updates the internally cached in-task combat rating. The intask rating, is a sum of all the combat ratings of all the units/abilities that have been requested/purchased but not created. |
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Source: [AILuaUtil.cpp (1633)] |
Integer Task_Count( AIPlayer* pPlayer, Integer taskType ) | |
Counts the number of particular tasks there are (active or inactive) The second parameter has to be one of the TASK_Capture,TASK_Attack,TASK_Defend,TASK_Construction,TASK_CapturePointConstruction TASK_Production,TASK_ResurrectHero |
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Source: [AILuaUtil.cpp (1373)] |
Integer Task_CountActive( AIPlayer* pPlayer, Integer taskType, LuaBinding::StackVar stackVar ) | |
Counts the number of active tasks The second parameter has to be one of these TASK_Capture,TASK_Attack,TASK_Defend,TASK_Construction,TASK_CapturePointConstruction TASK_Production,TASK_ResurrectHero |
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Source: [AILuaUtil.cpp (1475)] |
Integer Task_CountActiveInGroup( AIPlayer* pPlayer, Integer groupID ) | |
Counts the number of active tasks in the given group |
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Source: [AILuaUtil.cpp (1500)] |
Integer Task_CountActivePBG( AIPlayer* pPlayer, PropertyBagGroup pbg, LuaBinding::StackVar stackVar ) | |
Determine how many tasks with the given PBG are of the provided active state, passing no last parameters means to check both |
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Source: [AILuaUtil.cpp (1770)] |
Integer Task_CountCapturerPBG( AIPlayer* pPlayer ) | |
Determine how many requests there are for capturing units |
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Source: [AILuaUtil.cpp (1925)] |
Integer Task_CountCombat( AIPlayer* pPlayer, Integer combatType ) | |
Counts the number of particular combat tasks there are (active and inactive) The second parameter has to be one of these COMBAT_Attack,COMBAT_Defend,COMBAT_Default |
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Source: [AILuaUtil.cpp (1439)] |
ResourceAmount Task_CountCost( AIPlayer* pPlayer, Boolean bActive ) | |
Count the amount of money running in the tasks |
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Source: [AILuaUtil.cpp (1564)] |
Integer Task_CountEmpty( AIPlayer* pPlayer, Integer taskType, Integer resType ) | |
Count the number of tasks that haven't locked any of a certain resource. The second parameter has to be one of these TASK_Capture,TASK_Attack,TASK_Defend,TASK_Construction,TASK_CapturePointConstruction,TASK_Production,TASK_ResurrectHero. The third parameter has to be one of these AI_Squad,AI_ProductionQueue,AI_CapturePoint. |
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Source: [AILuaUtil.cpp (1594)] |
ResourceAmount Task_CountGroupCost( AIPlayer* pPlayer, Integer groupID, Boolean bActive ) | |
Count the amount of money running in the group of tasks |
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Source: [AILuaUtil.cpp (1586)] |
Integer Task_CountIncompleteStructure( AIPlayer* pPlayer ) | |
Count the number of tasks that are being allocated for handling incomplete structures |
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Source: [AILuaUtil.cpp (1626)] |
Integer Task_CountInGroup( AIPlayer* pPlayer, Integer groupID ) | |
Counts the number of tasks there are in the given group |
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Source: [AILuaUtil.cpp (1494)] |
Integer Task_CountPBG( AIPlayer* pPlayer, PropertyBagGroup pbg ) | |
Determine how many requested are currently created for this pbg |
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Source: [AILuaUtil.cpp (1718)] |
Integer Task_CountPopulation( AIPlayer* pPlayer, Boolean bActive ) | |
Count the population used by all the tasks that are running, and can specify to count active or inactive ones |
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Source: [AILuaUtil.cpp (1535)] |
Integer Task_CountResources( AIPlayer* pPlayer, Integer taskType, Integer resType ) | |
Count the number of resources locked by certain tasks The second parameter has to be one of these TASK_Capture,TASK_Attack,TASK_Defend,TASK_Construction,TASK_CapturePointConstruction,TASK_Production,TASK_ResurrectHero. The third parameter has to be one of these AI_Squad,AI_ProductionQueue,AI_CapturePoint. |
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Source: [AILuaUtil.cpp (1508)] |
Real Task_GetInTaskAntiClassRatingSum( AIPlayer* pPlayer ) | |
Returns the intask anticlass rating |
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Source: [AILuaUtil.cpp (1646)] |
Real Task_GetInTaskClassRatingSum( AIPlayer* pPlayer ) | |
Returns the intask class rating |
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Source: [AILuaUtil.cpp (1640)] |
Void Task_KillAll( AIPlayer* pPlayer ) | |
Kills all tasks the player has, which inturn unlocks all the used resources |
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Source: [AILuaUtil.cpp (1365)] |
Void Task_KillGroup( AIPlayer* pPlayer, Integer groupId ) | |
Kills all tasks that belong to the given group |
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Source: [AILuaUtil.cpp (1353)] |
Void Task_KillInactiveTasksInGroup( AIPlayer* pPlayer, Integer groupId ) | |
Kills all tasks that belong to the given group that are inactive |
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Source: [AILuaUtil.cpp (1359)] |
Real WinCondition_GetMaxVPTickets( Void ) | |
Returns the number of tickets that this team has |
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Source: [AILuaUtil.cpp (2361)] |
Integer WinCondition_GetVPTickets( Integer teamID ) | |
Returns the number of tickets that this team has |
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Source: [AILuaUtil.cpp (2352)] |
Military |
Functions |
Void Military_AddTarget( AIPlayer* pPlayer, Integer militaryTargetType, AIStatsMilitaryPoint* pMilitaryPoint, Real priority ) | |
The second parameter has to be one of MTARGET_Defend, MTARGET_Attack |
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Source: [AILuaMilitary.cpp (629)] |
Void Military_ClearTargets( AIPlayer* pPlayer, Integer militaryTargetType ) | |
The second parameter has to be one of MTARGET_Defend, MTARGET_Attack |
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Source: [AILuaMilitary.cpp (611)] |
AISquad* Military_GetAISquadAtIndex( AIPlayer* pPlayer, Integer index ) | |
Get the AI squad at given index for this player |
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Source: [AILuaMilitary.cpp (78)] |
Real Military_GetCombinedImportanceAtMilitaryPoint( AIPlayer* pPlayer, AIStatsMilitaryPoint* pMilitaryPoint ) | |
Source: [AILuaMilitary.cpp (278)] |
Real Military_GetMaxCombinedImportanceAtMilitaryPoint( AIPlayer* pPlayer ) | |
Source: [AILuaMilitary.cpp (302)] |
Real Military_GetMaxCombinedThreatAtMilitaryPoint( AIPlayer* pPlayer ) | |
Source: [AILuaMilitary.cpp (365)] |
AIStatsMilitaryPoint* Military_GetMilitaryPointAt( AIPlayer* pPlayerLocal, PlayerID pPlayerEnemy, Integer i ) | |
Source: [AILuaMilitary.cpp (147)] |
Real Military_GetMilitaryPointCapturePriority( AIPlayer* pPlayer, AIStatsMilitaryPoint* pMilitaryPoint ) | |
Returns true if this military point is referenced by a capture task |
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Source: [AILuaMilitary.cpp (395)] |
Integer Military_GetMilitaryPointCount( AIPlayer* pPlayerLocal, PlayerID pPlayerEnemy ) | |
The number of military points owned by the given player |
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Source: [AILuaMilitary.cpp (124)] |
Real Military_GetMilitaryPointDistanceToBase( AIPlayer* pPlayer, AIStatsMilitaryPoint* pMilitaryPoint ) | |
Source: [AILuaMilitary.cpp (377)] |
EntityID Military_GetMilitaryPointEntity( AIStatsMilitaryPoint* pMilitaryPoint ) | |
Get this military points entity |
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Source: [AILuaMilitary.cpp (425)] |
Position Military_GetMilitaryPointPosition( AIStatsMilitaryPoint* pMilitaryPoint ) | |
Source: [AILuaMilitary.cpp (437)] |
Real Military_GetMinCombinedThreatAtMilitaryPoint( AIPlayer* pPlayer ) | |
Source: [AILuaMilitary.cpp (353)] |
AIStatsMilitaryPoint* Military_GetNeutralMilitaryPointAt( AIPlayer* pPlayerLocal, Integer i ) | |
Source: [AILuaMilitary.cpp (193)] |
Integer Military_GetNeutralMilitaryPointCount( AIPlayer* pPlayerLocal ) | |
Source: [AILuaMilitary.cpp (175)] |
AIStatsMilitaryPoint* Military_GetTargetAt( AIPlayer* pPlayer, Integer militaryTargetType, Integer idx ) | |
The second parameter has to be one of MTARGET_Defend, MTARGET_Attack |
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Source: [AILuaMilitary.cpp (593)] |
Integer Military_GetTargetCount( AIPlayer* pPlayer, Integer militaryTargetType ) | |
The second parameter has to be one of MTARGET_Defend, MTARGET_Attack |
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Source: [AILuaMilitary.cpp (575)] |
Void Military_SetSquadAggression( AIPlayer* pPlayer, Real aggression ) | |
Set all squads (locked and unlocked) for player to have the specified aggression level |
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Source: [AILuaMilitary.cpp (102)] |
Void Military_SortAndCapTargets( AIPlayer* pPlayer, Integer militaryTargetType ) | |
The second parameter has to be one of MTARGET_Defend, MTARGET_Attack |
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Source: [AILuaMilitary.cpp (652)] |
Integer Military_SquadTotalCount( AIPlayer* pPlayer ) | |
Get all the squads owned by this AI player |
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Source: [AILuaMilitary.cpp (54)] |
Integer Military_SquadUnlockedCount( AIPlayer* pPlayer ) | |
Get all the unlocked squads owned by this player |
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Source: [AILuaMilitary.cpp (66)] |