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Divide Framework 0.1
A free and open-source 3D Framework under heavy development
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Namespaces | |
namespace | anonymous_namespace{AITeam.cpp} |
namespace | anonymous_namespace{WarSceneAIProcessor.cpp} |
namespace | Attorney |
namespace | Navigation |
Classes | |
class | AIEntity |
Based on OgreCrowd. More... | |
class | AIManager |
class | AIProcessor |
Provides a scene-level AI implementation. More... | |
class | AITeam |
class | AudioSensor |
class | GlobalWorkingMemory |
class | GOAPGoal |
struct | GOAPPackage |
class | LocalWorkingMemory |
class | NavigationMeshConfig |
class | Order |
class | Sensor |
class | VisualSensor |
class | WarSceneAction |
class | WarSceneAIProcessor |
class | WarSceneOrder |
class | WorkingMemoryFact |
Enumerations | |
enum class | SensorType : U8 { NONE = 0 , VISUAL_SENSOR = 1 , AUDIO_SENSOR = 2 } |
enum class | ActionType : U8 { APPROACH_ENEMY_FLAG = 0 , CAPTURE_ENEMY_FLAG = 1 , SCORE_FLAG = 2 , RETURN_TO_BASE = 3 , IDLE = 4 , ATTACK_ENEMY = 5 , RECOVER_FLAG = 6 , COUNT } |
enum class | Fact : U8 { NEAR_ENEMY_FLAG = 0 , AT_HOME_BASE = 1 , HAS_ENEMY_FLAG = 2 , ENEMY_HAS_FLAG = 3 , IDLING = 4 , ENEMY_DEAD = 5 , COUNT } |
enum class | UnitAttributes : U8 { HEALTH_POINTS = 0 , DAMAGE = 1 , ALIVE_FLAG = 2 , COUNT } |
enum class | AIMsg : U8 { HAVE_FLAG = 0 , RETURNED_FLAG = 1 , ENEMY_HAS_FLAG = 2 , HAVE_SCORED = 3 , ATTACK = 4 , HAVE_DIED = 5 , COUNT } |
enum class | FactType : U8 { POSITION = 0 , COUNTER_SMALL = 1 , COUNTER_MEDIUM = 2 , COUNTER_LARGE = 3 , TOGGLE_STATE = 4 , AI_NODE = 5 , SGN_NODE = 6 , COUNT } |
Functions | |
const char * | GOAPValueName (const GOAPValue val) noexcept |
FWD_DECLARE_MANAGED_CLASS (AIManager) | |
string | WarSceneFactName (GOAPFact fact) |
Variables | |
enum | AIMsg |
scene dependent message list | |
constexpr F32 | BORDER_PADDING = -3 |
using Divide::AI::AINodeFact = typedef WorkingMemoryFact<AIEntity*, FactType::AI_NODE> |
Definition at line 100 of file WarSceneAIProcessor.h.
using Divide::AI::GOAPAction = typedef goap::Action |
Definition at line 47 of file GOAPInterface.h.
using Divide::AI::GOAPActionSet = typedef vector<const GOAPAction*> |
Definition at line 49 of file GOAPInterface.h.
using Divide::AI::GOAPFact = typedef I32 |
Definition at line 45 of file GOAPInterface.h.
using Divide::AI::GOAPGoalList = typedef vector<GOAPGoal> |
Definition at line 90 of file GOAPInterface.h.
using Divide::AI::GOAPPlan = typedef vector<const GOAPAction*> |
Definition at line 50 of file GOAPInterface.h.
using Divide::AI::GOAPValue = typedef bool |
Definition at line 46 of file GOAPInterface.h.
using Divide::AI::GOAPWorldState = typedef goap::WorldState |
Definition at line 48 of file GOAPInterface.h.
using Divide::AI::LargeCounterFact = typedef WorkingMemoryFact<U32, FactType::COUNTER_LARGE> |
Definition at line 105 of file WarSceneAIProcessor.h.
using Divide::AI::MediumCounterFact = typedef WorkingMemoryFact<U16, FactType::COUNTER_MEDIUM> |
Definition at line 104 of file WarSceneAIProcessor.h.
using Divide::AI::NodeContainer = typedef hashMap<I64, SceneGraphNode*> |
SGN GUID, SGN pointer.
Definition at line 45 of file VisualSensor.h.
using Divide::AI::NodeContainerMap = typedef hashMap<U32, NodeContainer> |
Container ID, NodeContainer.
Definition at line 47 of file VisualSensor.h.
using Divide::AI::NodePositions = typedef hashMap<I64, vec3<F32> > |
SGN GUID, Last position.
Definition at line 49 of file VisualSensor.h.
using Divide::AI::NodePositionsMap = typedef hashMap<U32, NodePositions> |
Container ID, NodePositions.
Definition at line 51 of file VisualSensor.h.
using Divide::AI::PositionFact = typedef WorkingMemoryFact<vec3<F32>, FactType::POSITION> |
Definition at line 102 of file WarSceneAIProcessor.h.
using Divide::AI::SGNNodeFact = typedef WorkingMemoryFact<SceneGraphNode*, FactType::SGN_NODE> |
Definition at line 101 of file WarSceneAIProcessor.h.
using Divide::AI::SmallCounterFact = typedef WorkingMemoryFact<U8, FactType::COUNTER_SMALL> |
Definition at line 103 of file WarSceneAIProcessor.h.
using Divide::AI::ToggleStateFact = typedef WorkingMemoryFact<bool, FactType::TOGGLE_STATE> |
Definition at line 106 of file WarSceneAIProcessor.h.
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Enumerator | |
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APPROACH_ENEMY_FLAG | |
CAPTURE_ENEMY_FLAG | |
SCORE_FLAG | |
RETURN_TO_BASE | |
IDLE | |
ATTACK_ENEMY | |
RECOVER_FLAG | |
COUNT |
Definition at line 41 of file WarSceneActions.h.
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strong |
Enumerator | |
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HAVE_FLAG | |
RETURNED_FLAG | |
ENEMY_HAS_FLAG | |
HAVE_SCORED | |
ATTACK | |
HAVE_DIED | |
COUNT |
Definition at line 52 of file WarSceneAIProcessor.h.
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strong |
Enumerator | |
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NEAR_ENEMY_FLAG | |
AT_HOME_BASE | |
HAS_ENEMY_FLAG | |
ENEMY_HAS_FLAG | |
IDLING | |
ENEMY_DEAD | |
COUNT |
Definition at line 53 of file WarSceneActions.h.
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strong |
Enumerator | |
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POSITION | |
COUNTER_SMALL | |
COUNTER_MEDIUM | |
COUNTER_LARGE | |
TOGGLE_STATE | |
AI_NODE | |
SGN_NODE | |
COUNT |
Definition at line 62 of file WarSceneAIProcessor.h.
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strong |
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strong |
Enumerator | |
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HEALTH_POINTS | |
DAMAGE | |
ALIVE_FLAG | |
COUNT |
Definition at line 45 of file WarSceneAIProcessor.h.
Divide::AI::FWD_DECLARE_MANAGED_CLASS | ( | AIManager | ) |
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inlinenoexcept |
Definition at line 52 of file GOAPInterface.h.
Definition at line 63 of file WarSceneActions.h.
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strong |
scene dependent message list
Definition at line 1 of file AIEntity.h.
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constexpr |
Definition at line 51 of file NavMeshDefines.h.