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Class EnemyPathfindingSystem

This system makes enemies find their path to the base

Hierarchy

Index

Constructors

constructor

Methods

computePathfindingTowardsTile

  • computePathfindingTowardsTile(baseTile: any): any[]
  • Computes the pathfinding towards a given tile

    Parameters

    • baseTile: any

    Returns any[]

draw

  • draw(parameters: any): void
  • Parameters

    • parameters: any

    Returns void

findClosestHostileFaction

  • findClosestHostileFaction(entity: any): any
  • Finds the hostile faction with the closest playerbase

    Parameters

    • entity: any

    Returns any

internalCheckEntityShouldBeInTargetList

  • internalCheckEntityShouldBeInTargetList(entity: any): any

internalPopEntityIfMatching

  • internalPopEntityIfMatching(entity: any): void

internalPostLoadHook

  • internalPostLoadHook(): void

internalPushEntityIfMatching

  • internalPushEntityIfMatching(entity: any): void

internalRecomputeIfTransporterChanged

  • internalRecomputeIfTransporterChanged(building: any): void

internalRecomputeTargetEntities

  • internalRecomputeTargetEntities(): void

internalReconsiderEntityToAdd

  • internalReconsiderEntityToAdd(entity: any): void

internalRegisterEntity

  • internalRegisterEntity(entity: any): void

isSingleStepPossible

  • isSingleStepPossible(cache: any, startPos: any, destPos: any): boolean
  • Computes if a single step from tile a to b is possible

    Parameters

    • cache: any
    • startPos: any
    • destPos: any

    Returns boolean

isWalkable

  • isWalkable(tile: any): boolean
  • Checks if a given tile is walkable (at least for pathfinding, this means we ignore buildings)

    Parameters

    • tile: any

    Returns boolean

startDraw

  • startDraw(parameters: any): void
  • see

    GameSystem.draw Wrapper arround the draw method

    Parameters

    • parameters: any

    Returns void

update

  • update(): void
  • Returns void