OpenXcom  1.0
Open-source clone of the original X-Com
OpenXcom::AIModule Member List

This is the complete list of members for OpenXcom::AIModule, including all inherited members.

AIModule(SavedBattleGame *save, BattleUnit *unit, Node *node)OpenXcom::AIModule
countKnownTargets() constOpenXcom::AIModule
evaluateAIMode()OpenXcom::AIModule
explosiveEfficacy(Position targetPos, BattleUnit *attackingUnit, int radius, int diff, bool grenade=false) constOpenXcom::AIModule
findFirePoint()OpenXcom::AIModule
getNodeOfBestEfficacy(BattleAction *action)OpenXcom::AIModule
getReserveMode()OpenXcom::AIModule
getSpottingUnits(const Position &pos) constOpenXcom::AIModule
getTarget()OpenXcom::AIModule
getWasHitBy(int attacker) constOpenXcom::AIModule
grenadeAction()OpenXcom::AIModule
load(const YAML::Node &node)OpenXcom::AIModule
meleeAction()OpenXcom::AIModule
meleeAttack()OpenXcom::AIModule
projectileAction()OpenXcom::AIModule
psiAction()OpenXcom::AIModule
save() constOpenXcom::AIModule
selectClosestKnownEnemy()OpenXcom::AIModule
selectFireMethod()OpenXcom::AIModule
selectMeleeOrRanged()OpenXcom::AIModule
selectNearestTarget()OpenXcom::AIModule
selectPointNearTarget(BattleUnit *target, int maxTUs) constOpenXcom::AIModule
selectRandomTarget()OpenXcom::AIModule
setupAmbush()OpenXcom::AIModule
setupAttack()OpenXcom::AIModule
setupEscape()OpenXcom::AIModule
setupPatrol()OpenXcom::AIModule
setWasHitBy(BattleUnit *attacker)OpenXcom::AIModule
think(BattleAction *action)OpenXcom::AIModule
validTarget(BattleUnit *unit, bool assessDanger, bool includeCivs) constOpenXcom::AIModule
wayPointAction()OpenXcom::AIModule
~AIModule()OpenXcom::AIModule