/dports/games/spring/spring_98.0/AI/Skirmish/Shard/data/ai/BA/ |
H A D | buildsitehandler.lua | 197 …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)
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/dports/games/spring/spring_98.0/rts/Sim/Units/UnitTypes/ |
H A D | Builder.cpp | 37 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()
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H A D | Builder.h | 69 float buildDistance; variable
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/dports/games/spring/spring_98.0/AI/Skirmish/E323AI/ |
H A D | CUnit.cpp | 187 float startRadius = staticBuilder ? def->buildDistance : def->buildDistance*2.0f; in build() 197 startRadius += def->buildDistance; in build() 369 return type->def->buildDistance; in getRange()
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H A D | CCoverageHandler.cpp | 422 result = ut->def->buildDistance; in getCoreRange()
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H A D | CGroup.cpp | 242 buildRange = std::max<float>(unit->def->buildDistance, buildRange); in recalcProperties()
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H A D | CUnitTable.cpp | 557 if (ud->buildDistance < 130.0f) in categorizeUnit()
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/dports/games/spring/spring_98.0/AI/Skirmish/RAI/ |
H A D | BuilderPlacement.cpp | 924 …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()
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H A D | Builder.cpp | 130 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()
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H A D | UnitDefHandler.cpp | 525 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()
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H A D | RAI.cpp | 590 …&& cb->GetUnitPos(unit).distance2D(cb->GetUnitPos(attacker)) < U->ud->buildDistance && !IsHumanCon… in UnitDamaged()
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/dports/games/spring/spring_98.0/rts/Sim/Units/ |
H A D | UnitDef.h | 58 bool IsBuilderUnit() const { return (builder && buildSpeed > 0.0f && buildDistance > 0.0f); } in IsBuilderUnit() 146 float buildDistance; member
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H A D | UnitDef.cpp | 110 , 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()
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/dports/games/spring/spring_98.0/AI/Wrappers/LegacyCpp/ |
H A D | UnitDef.cpp | 86 , buildDistance(0.0f) in UnitDef()
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H A D | UnitDef.h | 102 float buildDistance; member
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H A D | AIAICallback.cpp | 549 unitDef->buildDistance = sAICallback->UnitDef_getBuildDistance(skirmishAIId, unitDefId); in GetUnitDefById()
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/dports/games/spring/spring_98.0/rts/Sim/Units/CommandAI/ |
H A D | BuilderCAI.cpp | 227 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()
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/dports/games/powder/powder118_src/ |
H A D | map.h | 647 bool buildDistance(int px, int py);
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H A D | build.cpp | 690 MAP::buildDistance(int px, int py) in buildDistance() function in MAP 775 buildDistance(ex, ey); in drawPathStraight()
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/dports/games/spring/spring_98.0/AI/Skirmish/KAIK/ |
H A D | Unit.cpp | 198 float maxRadius = ai->cb->GetUnitDef(hub)->buildDistance; in HubBuild()
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/dports/games/spring/spring_98.0/rts/Lua/ |
H A D | LuaUnitDefs.cpp | 829 ADD_FLOAT("buildDistance", ud.buildDistance); in InitParamMap()
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/dports/games/spring/spring_98.0/rts/Game/UI/ |
H A D | GuiHandler.cpp | 3520 const float radius = unitdef->buildDistance; in DrawMapStuff() 3577 const float radius = builderDef->buildDistance; in DrawMapStuff() 3623 const float radius = unitdef->buildDistance; in DrawMapStuff()
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/dports/games/spring/spring_98.0/rts/ExternalAI/ |
H A D | SSkirmishAICallbackImpl.cpp | 2407 return getUnitDefById(skirmishAIId, unitDefId)->buildDistance; in skirmishAiCallback_UnitDef_getBuildDistance()
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