Documentation
¶
Index ¶
- type EnemyAI
- func (ai *EnemyAI) ConfirmRazeTown(city *citylib.City) bool
- func (ai *EnemyAI) NewTurn(player *playerlib.Player)
- func (ai *EnemyAI) PostUpdate(self *playerlib.Player, enemies []*playerlib.Player)
- func (ai *EnemyAI) ProducedUnit(city *citylib.City, player *playerlib.Player)
- func (ai *EnemyAI) Update(self *playerlib.Player, enemies []*playerlib.Player, ...) []playerlib.AIDecision
- type RaiderAI
- func (raider *RaiderAI) ConfirmRazeTown(city *citylib.City) bool
- func (raider *RaiderAI) CreateUnits(player *playerlib.Player) []playerlib.AIDecision
- func (raider *RaiderAI) MoveStacks(player *playerlib.Player, enemies []*playerlib.Player, ...) []playerlib.AIDecision
- func (raider *RaiderAI) NewTurn(player *playerlib.Player)
- func (raider *RaiderAI) PostUpdate(self *playerlib.Player, enemies []*playerlib.Player)
- func (raider *RaiderAI) ProducedUnit(city *citylib.City, player *playerlib.Player)
- func (raider *RaiderAI) Update(player *playerlib.Player, enemies []*playerlib.Player, ...) []playerlib.AIDecision
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type EnemyAI ¶
type EnemyAI struct { }
func MakeEnemyAI ¶
func MakeEnemyAI() *EnemyAI
func (*EnemyAI) PostUpdate ¶
func (*EnemyAI) ProducedUnit ¶
stop producing that unit
type RaiderAI ¶
func MakeRaiderAI ¶
func MakeRaiderAI() *RaiderAI
func (*RaiderAI) CreateUnits ¶
func (raider *RaiderAI) CreateUnits(player *playerlib.Player) []playerlib.AIDecision
func (*RaiderAI) MoveStacks ¶
func (raider *RaiderAI) MoveStacks(player *playerlib.Player, enemies []*playerlib.Player, pathfinder playerlib.AIServices) []playerlib.AIDecision
func (*RaiderAI) PostUpdate ¶
func (*RaiderAI) ProducedUnit ¶
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