(C++)
1.0.0
A multi-platform, modular, universal engine for embedding advanced AI in games.
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The interface to be implemented by classes that should be converted and bound to plan-space WorldObjects. More...
#include <IPlannerObject.hh>
Public Member Functions | |
IPlannerObject (const IPlannerObject &)=default | |
IPlannerObject (IPlannerObject &&)=default | |
IPlannerObject & | operator= (const IPlannerObject &)=default |
IPlannerObject & | operator= (IPlannerObject &&)=default |
virtual WorldObject | ToWorldObject (Domain &domain, const class ObjectIndexBinding &objectBinding) const =0 |
The interface to be implemented by classes that should be converted and bound to plan-space WorldObjects.
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pure virtual |
This method should create a WorldObject instance based on the given Domain. Use domain.createObject instead of constructing your own World Objects. If you want to express interdependencies between World Objects, use ObjectIndexBinding.