#include <algorithm>#include <iterator>#include <limits>#include "utility.hpp"#include "manager.hpp"#include "side_actions.hpp"#include "actions/create.hpp"#include "game_display.hpp"#include "map/map.hpp"#include "play_controller.hpp"#include "resources.hpp"#include "team.hpp"#include "units/unit.hpp"#include "units/animation_component.hpp"
Go to the source code of this file.
Namespaces | |
| wb | |
Functions | |
| size_t | wb::viewer_team () |
| int | wb::viewer_side () |
| side_actions_ptr | wb::viewer_actions () |
| side_actions_ptr | wb::current_side_actions () |
| unit_const_ptr | wb::find_backup_leader (unit const &leader) |
| For a given leader on a keep, find another leader on another keep in the same castle. More... | |
| unit * | wb::find_recruiter (size_t team_index, map_location const &) |
| unit * | wb::future_visible_unit (map_location hex, int viewer_side=wb::viewer_side()) |
| Applies the future unit map and. More... | |
| unit * | wb::future_visible_unit (int on_side, map_location hex, int viewer_side=wb::viewer_side()) |
| Applies the future unit map and. More... | |
| int | wb::path_cost (std::vector< map_location > const &path, unit const &u) |
| Computes the MP cost for u to travel path. More... | |
| void | wb::ghost_owner_unit (unit *unit) |
| void | wb::unghost_owner_unit (unit *unit) |
| bool | wb::has_actions () |
| Return whether the whiteboard has actions. More... | |
| bool | wb::team_has_visible_plan (team &) |
| Returns whether a given team's plan is visible. More... | |
| void | wb::for_each_action (std::function< void(action *)> function, team_filter team_filter=team_has_visible_plan) |
| Apply a function to all the actions of the whiteboard. More... | |
| action_ptr | wb::find_action_at (map_location hex, team_filter team_filter=team_has_visible_plan) |
| Find the first action occuring on a given hex. More... | |
| std::deque< action_ptr > | wb::find_actions_of (unit const &target) |
| Find the actions of an unit. More... | |
1.8.8