This condition checks whether there are enemies. More...
#include <HasEnemies.h>
Public Member Functions | |
HasEnemies (const std::string ¶meters) | |
bool | evaluate (const AIPtr &entity) override |
Checks whether the condition evaluates to true for the given entity . More... | |
Public Member Functions inherited from ai::ICondition | |
ICondition (const std::string &name, const std::string ¶meters) | |
const std::string & | getName () const |
Returns the short name of the condition - without any related conditions or results. | |
const std::string & | getParameters () const |
Returns the raw parameters of the condition. | |
std::string | getNameWithConditions (const AIPtr &entity) |
Returns the full condition string with all related conditions and results of the evaluation method. More... | |
Public Member Functions inherited from ai::_MemObject< AllocatorClass > | |
void * | operator new (size_t size) |
void * | operator new (size_t, void *ptr) |
void * | operator new[] (size_t size) |
void | operator delete (void *ptr) |
void | operator delete (void *ptr, void *) |
void | operator delete[] (void *ptr) |
Protected Attributes | |
int | _enemyCount |
Protected Attributes inherited from ai::ICondition | |
int | _id |
Every node has an id to identify it. It's unique per type. | |
const std::string | _name |
const std::string | _parameters |
Additional Inherited Members | |
Protected Member Functions inherited from ai::ICondition | |
virtual void | getConditionNameWithValue (std::stringstream &s, const AIPtr &entity) |
Override this method to get a more detailed result in getNameWithConditions() More... | |
Static Protected Member Functions inherited from ai::ICondition | |
static int | getNextId () |
This condition checks whether there are enemies.
You can either check whether there are enemies at all. Or whether there are more than x enemies. The answer is given with the AggroMgr
. So keep in mind that this might even return true
in those cases where the enemy is maybe no longer available. It all depends on how you use the AggroMgr
or how your aggro Entry
reduce is configured.
|
inlineoverridevirtual |
Checks whether the condition evaluates to true
for the given entity
.
[in,out] | entity | The entity that is used to evaluate the condition |
true
if the condition is fulfilled, false
otherwise. Implements ai::ICondition.