HOG2
patrolUnit Member List

This is the complete list of members for patrolUnit, including all inherited members.

apatrolUnitprivate
addPathToCache(path *p)patrolUnitprivate
addPatrolLocation(unit *)patrolUnit
bUnit< state, action, environment >private
currTargetpatrolUnitprivate
Done()Unit< state, action, environment >inlinevirtual
gUnit< state, action, environment >private
GetColor(GLfloat &_r, GLfloat &_g, GLfloat &_b) constUnit< state, action, environment >inlinevirtual
GetGoal()patrolUnit
Unit::GetGoal(state &s)Unit< state, action, environment >inlinevirtual
GetLocation(state &)=0Unit< state, action, environment >pure virtual
GetName()patrolUnitinlinevirtual
GetNum()Unit< state, action, environment >inlinevirtual
GetPriority()Unit< state, action, environment >inlinevirtual
GetSpeed()Unit< state, action, environment >inlinevirtual
GetUnitGroup()Unit< state, action, environment >inline
goToLoc(MapAbstraction *aMap, int which)patrolUnitprivate
groupUnit< state, action, environment >private
LocspatrolUnitprivate
LogFinalStats(StatCollection *stats)patrolUnitvirtual
LogStats(StatCollection *stats)patrolUnitvirtual
makeMove(MapProvider *, reservationProvider *, SimulationInfo *simInfo)patrolUnitvirtual
MakeMove(environment *, OccupancyInterface< state, action > *, SimulationInfo< state, action, environment > *, action &a)=0Unit< state, action, environment >pure virtual
movespatrolUnitprivate
nodesExpandedpatrolUnitprivate
nodesTouchedpatrolUnitprivate
OpenGLDraw(const MapProvider *, const SimulationInfo *) constpatrolUnit
Unit::OpenGLDraw(const environment *, const SimulationInfo< state, action, environment > *) const =0Unit< state, action, environment >pure virtual
patrolUnit(int x, int y)patrolUnit
priorityUnit< state, action, environment >private
rUnit< state, action, environment >private
SetColor(GLfloat _r, GLfloat _g, GLfloat _b)Unit< state, action, environment >inlinevirtual
SetNum(unsigned int num)Unit< state, action, environment >inlinevirtual
SetPriority(int val)Unit< state, action, environment >inlinevirtual
SetSpeed(double s)Unit< 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
Unit()Unit< state, action, environment >inline
unitidUnit< state, action, environment >private
UpdateLocation(environment *, state &, bool success, SimulationInfo< state, action, environment > *)=0Unit< state, action, environment >pure virtual
updateLocation(int _x, int _y, bool worked, SimulationInfo *)patrolUnitinline
~Unit()Unit< state, action, environment >inlinevirtual