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STerritoryBoundary Struct Reference

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< CVector2Dpoints
 The boundary points, in clockwise order for inner boundaries and counter-clockwise order for outer boundaries. More...
 

Detailed Description

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.

Member Data Documentation

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.


The documentation for this struct was generated from the following file: