Documentation ¶
Overview ¶
工作流:用户操作 / AI 决策 -> 指令 —> 指令集 -> 战舰/建筑行为
Index ¶
Constants ¶
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const ( NameEnableWeapon = "EnableWeapon" NameDisableWeapon = "DisableWeapon" NameShipMove = "ShipMove" NameShipMovePath = "ShipMovePath" NameShipSummon = "ShipSummon" )
Variables ¶
This section is empty.
Functions ¶
func GenInstrUid ¶
GenInstrUid 生成指令 UID(不需要实际初始化指令)
Types ¶
type DisableWeapon ¶
type DisableWeapon struct {
// contains filtered or unexported fields
}
DisableWeapon 禁用武器
func NewDisableWeapon ¶
func NewDisableWeapon(shipUid string, weaponType obj.WeaponType) *DisableWeapon
NewDisableWeapon ...
func (*DisableWeapon) Exec ¶
func (i *DisableWeapon) Exec(s *state.MissionState) error
func (*DisableWeapon) Executed ¶
func (i *DisableWeapon) Executed() bool
func (*DisableWeapon) String ¶
func (i *DisableWeapon) String() string
func (*DisableWeapon) Uid ¶
func (i *DisableWeapon) Uid() string
type EnableWeapon ¶
type EnableWeapon struct {
// contains filtered or unexported fields
}
EnableWeapon 启用武器
func NewEnableWeapon ¶
func NewEnableWeapon(shipUid string, weaponType obj.WeaponType) *EnableWeapon
NewEnableWeapon ...
func (*EnableWeapon) Exec ¶
func (i *EnableWeapon) Exec(s *state.MissionState) error
func (*EnableWeapon) Executed ¶
func (i *EnableWeapon) Executed() bool
func (*EnableWeapon) String ¶
func (i *EnableWeapon) String() string
func (*EnableWeapon) Uid ¶
func (i *EnableWeapon) Uid() string
type InstrStatus ¶
type InstrStatus int
InstrStatus 指令状态
const ( // Pending 待执行 Pending InstrStatus = iota // Preparing 准备中 Preparing // Ready 已就绪 Ready // Executing 执行中 Executing // Executed 执行完成 Executed )
type Instruction ¶
type Instruction interface { // Exec 指令执行 Exec(*state.MissionState) error // Executed 是否已执行完成 Executed() bool // Uid 获取指令 UID Uid() string // String 指令描述 String() string }
Instruction 指令
type ShipMovePath ¶
type ShipMovePath struct {
// contains filtered or unexported fields
}
ShipMovePath 按照指定路径移动
func NewShipMovePath ¶
func NewShipMovePath(shipUid string, curPos, targetPos obj.MapPos) *ShipMovePath
NewShipMovePath ...
func (*ShipMovePath) Exec ¶
func (i *ShipMovePath) Exec(s *state.MissionState) error
func (*ShipMovePath) Executed ¶
func (i *ShipMovePath) Executed() bool
func (*ShipMovePath) String ¶
func (i *ShipMovePath) String() string
func (*ShipMovePath) Uid ¶
func (i *ShipMovePath) Uid() string
type ShipSummon ¶
type ShipSummon struct {
// contains filtered or unexported fields
}
ShipSummon 召唤增援(仅 AI 使用)
func NewShipSummon ¶
func NewShipSummon(reinforcePointUid string, shipName string) *ShipSummon
NewShipSummon ...
func (*ShipSummon) Exec ¶
func (i *ShipSummon) Exec(s *state.MissionState) error
func (*ShipSummon) Executed ¶
func (i *ShipSummon) Executed() bool
func (*ShipSummon) String ¶
func (i *ShipSummon) String() string
func (*ShipSummon) Uid ¶
func (i *ShipSummon) Uid() string
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