Grail (C++)  1.3.0
A multi-platform, modular, universal engine for embedding advanced AI in games.
grail::EntityGroup Class Reference

Public Member Functions

 EntityGroup (const std::string &name)
 
 EntityGroup (const std::string &name, const std::vector< EntityEntry > &entityEntries)
 
const std::string & GetName () const
 
void SetId (size_t id)
 
size_t GetId () const
 
void AddEntityEntry (const std::shared_ptr< AIEntity > &entity, int relativePriority)
 
void RemoveEntityEntry (const AIEntity &entity)
 
void AddGroupBlackboard (const std::string &name, const std::shared_ptr< Blackboard > &blackboard)
 
void AddGlobalBlackboardMapping (std::shared_ptr< AIEntity > entity, const std::vector< std::string > &blackboardNames)
 
std::shared_ptr< AIEntityGetEntity (const std::string &name) const
 
const std::vector< EntityEntry > & GetEntityEntries () const
 
const std::vector< std::pair< std::string, std::shared_ptr< Blackboard > > > & GetGroupBlackboards () const
 
const std::vector< std::pair< std::shared_ptr< AIEntity >, std::vector< std::string > > > & GetGlobalBlackboardMapping () const
 

Static Public Member Functions

static void ResetNextID (const size_t nextId=0)
 ResetNextID - Resets taken entity group IDs. Useful when a game has ended but entities were not destroyed, like ending play in editor or soft resetting a level. More...
 

Member Function Documentation

◆ ResetNextID()

void grail::EntityGroup::ResetNextID ( const size_t  nextId = 0)
static

ResetNextID - Resets taken entity group IDs. Useful when a game has ended but entities were not destroyed, like ending play in editor or soft resetting a level.

Parameters
nextId- next available entity group id

The documentation for this class was generated from the following files: