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    Grail (C++)
    1.3.0
    
   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.