stratega.RTSForwardModel

class stratega.RTSForwardModel

Is the default SGA::ForwardModel for RTS games, it contains specific methods.

__init__(self: stratega.RTSForwardModel) None

Methods

__init__(self)

add_lose_conditions(self, conditions)

Adds a list of conditions for the game to be lost for a player.

add_on_entity_spawn_effect(self, ose)

Adds an OnEntitySpawnEffect to the forward mode, which will be executed every time an entity is spawned.

add_on_tick_effect(self, ote)

Adds an OnTickEffect to the forward mode, which will be executed every game tick.

add_win_conditions(self, conditions)

Adds a list of conditions for the game to be won for a player.

advance_gamestate(*args, **kwargs)

Overloaded function.

can_player_lost(self, state, player)

Checks if a player has lost the game due to the game's lose conditions.

check_game_is_finished(self, state)

Checks if the game is finished by current limit or because a player has won.

check_player_won(self, state, player)

Returns if a player won the game by attending to the winning conditions defined in the rules.

find_path(self, state, startPos, endPos)

Returns a Path inside the Navmesh between the start and end positons.

generate_actions(*args, **kwargs)

Overloaded function.

get_game_type(self)

get_lose_conditions(self)

Returns a list of sub-lists with all LOSE conditions.

get_on_entity_spawn_effects(self)

Returns all effects that are exxecuted every time an entity is spawned in the game.

get_on_tick_effects(self)

Returns all effects that are exxecuted on every tick of the game.

get_win_conditions(self)

Returns a list of sub-lists with all WIN conditions.

move_entities(self, state)

Moves all the entities that have a current path and they did not reach their destination.

resolve_entity_collisions(self, state)

Resolves collisions between entities in a basic way computing the penetration depth and pushing them way in the opposite direction.

resolve_environment_collisions(self, state)

Resolves collisions between entities and the tiles that are not walkable in a basic way computing the penetration depth and pushing them way in the opposite direction.

spawn_entity(self, state, entityType, ...)

Spawns an entity in the game with the default spawn entity method.