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Searched refs:buildDistance (Results 1 – 23 of 23) sorted by relevance

/dports/games/spring/spring_98.0/AI/Skirmish/Shard/data/ai/BA/
H A Dbuildsitehandler.lua197 …ClosestBuildSpot(builder, position, unitTypeToBuild, minimumDistance, attemptNumber, buildDistance)
201 if buildDistance == nil then buildDistance = 100 end
207 local searchRadius = 2 * buildDistance / 3
215 pos = map:FindClosestBuildSite(unitTypeToBuild, position, buildDistance, minDistance)
228 buildDistance = buildDistance + 100
235 …sestBuildSpot(builder, position, unitTypeToBuild, minDistance, tmpAttemptNumber + 1, buildDistance)
/dports/games/spring/spring_98.0/rts/Sim/Units/UnitTypes/
H A DBuilder.cpp37 CR_MEMBER(buildDistance),
69 buildDistance(16), in CBuilder()
116 buildDistance = (params.unitDef)->buildDistance; in PreInit()
347 …else if (curReclaim != NULL && f3SqDist(curReclaim->pos, pos) < Square(buildDistance + curReclaim-… in Update()
358 …else if (curResurrect != NULL && f3SqDist(curResurrect->pos, pos) < Square(buildDistance + curResu… in Update()
445 …else if (curCapture != NULL && f3SqDist(curCapture->pos, pos) < Square(buildDistance + curCapture-… in Update()
673 u = CGameHelper::GetClosestFriendlyUnit(NULL, buildInfo.pos, buildDistance, allyteam); in StartBuild()
H A DBuilder.h69 float buildDistance; variable
/dports/games/spring/spring_98.0/AI/Skirmish/E323AI/
H A DCUnit.cpp187 float startRadius = staticBuilder ? def->buildDistance : def->buildDistance*2.0f; in build()
197 startRadius += def->buildDistance; in build()
369 return type->def->buildDistance; in getRange()
H A DCCoverageHandler.cpp422 result = ut->def->buildDistance; in getCoreRange()
H A DCGroup.cpp242 buildRange = std::max<float>(unit->def->buildDistance, buildRange); in recalcProperties()
H A DCUnitTable.cpp557 if (ud->buildDistance < 130.0f) in categorizeUnit()
/dports/games/spring/spring_98.0/AI/Skirmish/RAI/
H A DBuilderPlacement.cpp924 …cPosition.x+=rand()%int(1.8*BQ->builderUI->ud->buildDistance)-0.9*BQ->builderUI->ud->buildDistance; in FindBuildPosition()
925 …cPosition.z+=rand()%int(1.8*BQ->builderUI->ud->buildDistance)-0.9*BQ->builderUI->ud->buildDistance; in FindBuildPosition()
930 …cPosition.x+=rand()%int(0.9*BQ->builderUI->ud->buildDistance)-0.45*BQ->builderUI->ud->buildDistanc… in FindBuildPosition()
931 …cPosition.z+=rand()%int(0.9*BQ->builderUI->ud->buildDistance)-0.45*BQ->builderUI->ud->buildDistanc… in FindBuildPosition()
963 float3 cPosition2 = cb->ClosestBuildSite(bd,cPosition,BQ->builderUI->ud->buildDistance,5); in FindBuildPosition()
965 cPosition2 = cb->ClosestBuildSite(bd,cPosition,BQ->builderUI->ud->buildDistance+25,1); in FindBuildPosition()
1020 return position.distance2D(destination) < U->ud->buildDistance; in CanBuildAt()
1026 …osestSector(U->area,iS)->S->position.distance2D(destination) < U->ud->buildDistance - G->TM->conve… in CanBuildAt()
H A DBuilder.cpp130 float fMarginOfError=BQ[iBQ]->builderUI->ud->buildDistance + 50; in UnitCreated()
166 float fMarginOfError=iU->second.ud->buildDistance + 150; in UnitCreated()
242 if( cb->GetUnitPos(unit).distance2D(cb->GetUnitPos(i->first)) < i->second->ud->buildDistance ) in UnitFinished()
255 …nitBeingBuilt && cb->GetUnitPos(unit).distance2D(cb->GetUnitPos(i->first)) < U->ud->buildDistance ) in UnitFinished()
H A DUnitDefHandler.cpp525 if( int(BuildOptions.size()) == 0 && ud->buildDistance > 0 && ud->buildSpeed > 0 ) in IsNano()
829 UE[i][BUILD]=(ud->buildSpeed*ud->buildDistance)/cost; in cRAIUnitDefHandler()
846 UE[i][BUILD]=(AverageConstructSpeed*ud->buildDistance)/cost; in cRAIUnitDefHandler()
H A DRAI.cpp590 …&& cb->GetUnitPos(unit).distance2D(cb->GetUnitPos(attacker)) < U->ud->buildDistance && !IsHumanCon… in UnitDamaged()
/dports/games/spring/spring_98.0/rts/Sim/Units/
H A DUnitDef.h58 bool IsBuilderUnit() const { return (builder && buildSpeed > 0.0f && buildDistance > 0.0f); } in IsBuilderUnit()
146 float buildDistance; member
H A DUnitDef.cpp110 , buildDistance(16.0f) // 16.0f is the minimum distance between two 1x1 units in UnitDef()
312 buildDistance = udTable.GetFloat("buildDistance", 128.0f); in UnitDef()
315 buildDistance = std::max(38.0f, buildDistance); in UnitDef()
/dports/games/spring/spring_98.0/AI/Wrappers/LegacyCpp/
H A DUnitDef.cpp86 , buildDistance(0.0f) in UnitDef()
H A DUnitDef.h102 float buildDistance; member
H A DAIAICallback.cpp549 unitDef->buildDistance = sAICallback->UnitDef_getBuildDistance(skirmishAIId, unitDefId); in GetUnitDefById()
/dports/games/spring/spring_98.0/rts/Sim/Units/CommandAI/
H A DBuilderCAI.cpp227 return (ownerBuilder->buildDistance + std::max(targetRadius - ownerBuilder->buildDistance, 0.0f)); in GetBuildRange()
230 return (ownerBuilder->buildDistance + targetRadius); in GetBuildRange()
1215 …loat searchRadius = (owner->immobile ? 0 : (300 * owner->moveState)) + ownerBuilder->buildDistance; in ExecuteFight()
/dports/games/powder/powder118_src/
H A Dmap.h647 bool buildDistance(int px, int py);
H A Dbuild.cpp690 MAP::buildDistance(int px, int py) in buildDistance() function in MAP
775 buildDistance(ex, ey); in drawPathStraight()
/dports/games/spring/spring_98.0/AI/Skirmish/KAIK/
H A DUnit.cpp198 float maxRadius = ai->cb->GetUnitDef(hub)->buildDistance; in HubBuild()
/dports/games/spring/spring_98.0/rts/Lua/
H A DLuaUnitDefs.cpp829 ADD_FLOAT("buildDistance", ud.buildDistance); in InitParamMap()
/dports/games/spring/spring_98.0/rts/Game/UI/
H A DGuiHandler.cpp3520 const float radius = unitdef->buildDistance; in DrawMapStuff()
3577 const float radius = builderDef->buildDistance; in DrawMapStuff()
3623 const float radius = unitdef->buildDistance; in DrawMapStuff()
/dports/games/spring/spring_98.0/rts/ExternalAI/
H A DSSkirmishAICallbackImpl.cpp2407 return getUnitDefById(skirmishAIId, unitDefId)->buildDistance; in skirmishAiCallback_UnitDef_getBuildDistance()