Pyrogenesis HEAD
Pyrogenesis, a RTS Engine
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Describes an outline of a territory, where the latter are understood to mean the largest sets of mutually connected tiles ('connected' as in the mathematical sense from graph theory) that are either all reachable or all unreachable from a root influence entity. More...
#include <TerritoryBoundary.h>
Public Attributes | |
bool | blinking |
Set if this boundary should blink. More... | |
player_id_t | owner |
std::vector< CVector2D > | points |
The boundary points, in clockwise order for inner boundaries and counter-clockwise order for outer boundaries. More... | |
Describes an outline of a territory, where the latter are understood to mean the largest sets of mutually connected tiles ('connected' as in the mathematical sense from graph theory) that are either all reachable or all unreachable from a root influence entity.
Note that the latter property is also called the 'connected' flag in the territory manager terminology, because for tiles to be reachable from a root influence entity they must in fact be mathematically connected. Hence, you should not confuse the 'connected' flag with the pure mathematical concept of connectedness, because in the former it is implicitly understood that the connection is to a root influence entity.
bool STerritoryBoundary::blinking |
Set if this boundary should blink.
player_id_t STerritoryBoundary::owner |
std::vector<CVector2D> STerritoryBoundary::points |
The boundary points, in clockwise order for inner boundaries and counter-clockwise order for outer boundaries.
Note: if you need a way to explicitly find out which winding order these are in, you can have CTerritoryBoundCalculator::ComputeBoundaries set it during computation – see its implementation for details.