Package mindustry.game
Class Teams.TeamData
java.lang.Object
mindustry.game.Teams.TeamData
- Enclosing class:
- Teams
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Field Summary
Modifier and TypeFieldDescriptionHandles building ""bases"".Seq<mindustry.gen.Building>
All buildings.QuadTree<mindustry.gen.Building>
Quadtree for all buildings of this team.Cached buildings by type.Team[]
Enemies with cores or spawn points.final Seq<CoreBlock.CoreBuild>
List of live cores of this team.Last known live core of this team.Planned blocks for drones.Seq<mindustry.gen.Player>
Same as units, but players.Handles RTS unit control.final Team
QuadTree<mindustry.gen.Building>
Turrets by range.int[]
Counts for each type of unit.int
Current unit cap.int
Total unit count.Seq<mindustry.gen.Unit>
Units of this team.Seq<mindustry.gen.Unit>[]
Units of this team by type.QuadTree<mindustry.gen.Unit>
Quadtree for units of this team. -
Constructor Summary
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Method Summary
Modifier and TypeMethodDescriptionboolean
active()
core()
int
void
Destroys this team's presence on the map, killing part of its buildings and converting everything to 'derelict'.Seq<mindustry.gen.Building>
getBuildings
(Block block) int
Seq<mindustry.gen.Unit>
boolean
hasAI()
boolean
hasCore()
void
makeDerelict
(float x, float y, float range) Make all buildings within this range derelict / explode.boolean
noCores()
void
timeDestroy
(float x, float y, float range) Make all buildings within this range explode.toString()
QuadTree<mindustry.gen.Unit>
tree()
Seq<mindustry.gen.Unit>
void
updateCount
(UnitType type, int amount)
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Field Details
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team
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buildAi
Handles building ""bases"". -
rtsAi
Handles RTS unit control. -
coreEnemies
Enemies with cores or spawn points. -
plans
Planned blocks for drones. This is usually only blocks that have been broken. -
cores
List of live cores of this team. -
lastCore
Last known live core of this team. -
buildingTree
Quadtree for all buildings of this team. Null if not active. -
turretTree
Turrets by range. Null if not active. -
unitTree
Quadtree for units of this team. Do not access directly. -
unitCap
public int unitCapCurrent unit cap. Do not modify externally. -
unitCount
public int unitCountTotal unit count. -
typeCounts
Counts for each type of unit. Do not access directly. -
buildingTypes
Cached buildings by type. -
units
Units of this team. Updated each frame. -
players
Same as units, but players. -
buildings
All buildings. Updated on team change / building addition or removal. Includes even buildings that do not update(). -
unitsByType
Units of this team by type. Updated each frame.
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Constructor Details
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TeamData
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Method Details
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getBuildings
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getCount
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destroyToDerelict
public void destroyToDerelict()Destroys this team's presence on the map, killing part of its buildings and converting everything to 'derelict'. -
makeDerelict
public void makeDerelict(float x, float y, float range) Make all buildings within this range derelict / explode. -
timeDestroy
public void timeDestroy(float x, float y, float range) Make all buildings within this range explode. -
getUnits
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unitCache
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updateCount
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tree
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countType
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active
public boolean active() -
hasCore
public boolean hasCore() -
noCores
public boolean noCores() -
core
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hasAI
public boolean hasAI()- Returns:
- whether this team is controlled by the AI and builds bases.
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toString
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