HOG2
GenericPatrolUnit< state, action, environment > Member List

This is the complete list of members for GenericPatrolUnit< state, action, environment >, including all inherited members.

AddPathToCache(environment *env, std::vector< state > &path)GenericPatrolUnit< state, action, environment >privatevirtual
AddPatrolLocation(state &s)GenericPatrolUnit< state, action, environment >
algorithmGenericPatrolUnit< state, action, environment >private
bUnit< state, action, environment >private
counterGenericPatrolUnit< state, action, environment >private
currTargetGenericPatrolUnit< state, action, environment >private
Done()GenericPatrolUnit< state, action, environment >virtual
drawUnitGenericPatrolUnit< state, action, environment >private
gUnit< state, action, environment >private
GenericPatrolUnit(state &s, GenericSearchAlgorithm< state, action, environment > *alg)GenericPatrolUnit< state, action, environment >
GenericPatrolUnit(state &s, GenericSearchAlgorithm< state, action, environment > *alg, GLfloat _r, GLfloat _g, GLfloat _b)GenericPatrolUnit< state, action, environment >
GenericSearchUnit(state &start, state &goal, GenericSearchAlgorithm< state, action, environment > *alg)GenericSearchUnit< state, action, environment >
GenericSearchUnit(state &start, Unit< state, action, environment > *target, GenericSearchAlgorithm< state, action, environment > *alg)GenericSearchUnit< state, action, environment >
getAlgorithm()GenericSearchUnit< state, action, environment >inlinevirtual
getCachedMove(action &a)GenericSearchUnit< state, action, environment >protected
GetColor(GLfloat &_r, GLfloat &_g, GLfloat &_b) constUnit< state, action, environment >inlinevirtual
GetGoal()GenericPatrolUnit< state, action, environment >
GetGoal(state &s)GenericPatrolUnit< state, action, environment >inlinevirtual
GetLocation(state &s)GenericPatrolUnit< state, action, environment >inlinevirtual
GetName()GenericPatrolUnit< state, action, environment >inlinevirtual
GetNum()Unit< state, action, environment >inlinevirtual
GetPriority()Unit< state, action, environment >inlinevirtual
GetSpeed()Unit< state, action, environment >inlinevirtual
GetTarget()GenericSearchUnit< state, action, environment >inlinevirtual
GetUnitGroup()Unit< state, action, environment >inline
goalGenericSearchUnit< state, action, environment >protected
GoToLoc(environment *env, int which)GenericPatrolUnit< state, action, environment >private
groupUnit< state, action, environment >private
lastFailedMoveGenericPatrolUnit< state, action, environment >private
lastlocGenericSearchUnit< state, action, environment >protected
lastTimeGenericSearchUnit< state, action, environment >protected
locGenericPatrolUnit< state, action, environment >private
locsGenericPatrolUnit< state, action, environment >private
LogFinalStats(StatCollection *stats)GenericPatrolUnit< state, action, environment >virtual
LogStats(StatCollection *stats)GenericPatrolUnit< state, action, environment >virtual
MakeMove(environment *env, OccupancyInterface< state, action > *, SimulationInfo< state, action, environment > *si, action &dir)GenericPatrolUnit< state, action, environment >virtual
movesGenericPatrolUnit< state, action, environment >private
nameGenericPatrolUnit< state, action, environment >private
nodesExpandedGenericPatrolUnit< state, action, environment >private
nodesExpandedPatrolsGenericPatrolUnit< state, action, environment >private
nodesTouchedGenericPatrolUnit< state, action, environment >private
nodesTouchedPatrolsGenericPatrolUnit< state, action, environment >private
numDirectionChangesGenericPatrolUnit< state, action, environment >private
numDirectionChangesCollisionsGenericPatrolUnit< state, action, environment >private
numDirectionChangesCollisionsPatrolsGenericPatrolUnit< state, action, environment >private
numDirectionChangesPatrolsGenericPatrolUnit< state, action, environment >private
numFailedMovesGenericPatrolUnit< state, action, environment >private
numFailedMovesPatrolsGenericPatrolUnit< state, action, environment >private
numPatrolsGenericPatrolUnit< state, action, environment >private
oldDirGenericPatrolUnit< state, action, environment >private
oldDirCollGenericPatrolUnit< state, action, environment >private
onTargetGenericSearchUnit< state, action, environment >protected
OpenGLDraw(const environment *, const SimulationInfo< state, action, environment > *) constGenericPatrolUnit< state, action, environment >virtual
priorityUnit< state, action, environment >private
rUnit< state, action, environment >private
SetColor(GLfloat _r, GLfloat _g, GLfloat _b)Unit< state, action, environment >inlinevirtual
SetDrawUnit(bool draw)GenericPatrolUnit< state, action, environment >inline
SetName(char *myname)GenericPatrolUnit< state, action, environment >inline
SetNum(unsigned int num)Unit< state, action, environment >inlinevirtual
SetNumPatrols(int num)GenericPatrolUnit< state, action, environment >inline
SetPriority(int val)Unit< state, action, environment >inlinevirtual
SetSpeed(double s)Unit< state, action, environment >inline
SetTarget(Unit< state, action, environment > *u)GenericSearchUnit< state, action, environment >inlinevirtual
SetTrimPath(bool trim)GenericPatrolUnit< state, action, environment >inline
SetTrimWindow(double d)GenericPatrolUnit< state, action, environment >inline
SetUnitGroup(UnitGroup< state, action, environment > *_group)Unit< state, action, environment >inline
speedUnit< state, action, environment >private
StartNewTrial(StatCollection *)Unit< state, action, environment >inlinevirtual
targetGenericSearchUnit< state, action, environment >protected
targetTimeGenericSearchUnit< state, action, environment >protected
totalDistanceGenericPatrolUnit< state, action, environment >private
totalDistancePatrolsGenericPatrolUnit< state, action, environment >private
trimPathGenericPatrolUnit< state, action, environment >private
trimWindowGenericPatrolUnit< state, action, environment >private
Unit()Unit< state, action, environment >inline
unitidUnit< state, action, environment >private
UpdateLocation(environment *, state &l, bool success, SimulationInfo< state, action, environment > *si)GenericPatrolUnit< state, action, environment >virtual
~GenericSearchUnit()GenericSearchUnit< state, action, environment >virtual
~Unit()Unit< state, action, environment >inlinevirtual