Package | Description |
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squidpony.squidai |
Tools for finding paths, optimizing targets for area-of-effect (AOE) abilities, and evaluating influence on a grid.
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squidpony.squidgrid |
Tools for working with data on a grid, including LOS and FOV; overlaps with geometry code in squidpony.squidmath .
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squidpony.squidmath |
A very broad package containing random number generators, geometry tools, and some classes for combinatorics.
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Modifier and Type | Method and Description |
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ArrayList<Coord> |
DijkstraMap.findAttackPath(int moveLength,
int preferredRange,
FOVCache cache,
Set<Coord> impassable,
Set<Coord> onlyPassable,
Coord start,
Coord... targets)
Scans the dungeon using DijkstraMap.scan with the listed goals and start point, and returns a list
of Coord positions (using the current measurement) needed to get closer to a goal, until preferredRange is
reached, or further from a goal if the preferredRange has not been met at the current distance.
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ArrayList<Coord> |
DijkstraMap.findAttackPath(int moveLength,
int minPreferredRange,
int maxPreferredRange,
FOVCache cache,
Set<Coord> impassable,
Set<Coord> onlyPassable,
Coord start,
Coord... targets)
Scans the dungeon using DijkstraMap.scan with the listed goals and start point, and returns a list
of Coord positions (using the current measurement) needed to get closer to a goal, until a cell is reached with
a distance from a goal that is at least equal to minPreferredRange and no more than maxPreferredRange,
which may go further from a goal if the minPreferredRange has not been met at the current distance.
|
ArrayList<Coord> |
DijkstraMap.findCoveredAttackPath(int moveLength,
int preferredRange,
double coverPreference,
FOVCache fov,
boolean seekDistantGoals,
Set<Coord> impassable,
Set<Coord> onlyPassable,
List<Threat> threats,
Coord start,
Coord... targets)
Scans the dungeon using DijkstraMap.scan with the listed goals and start point, and returns a list of Coord
positions (using the current measurement) needed to get closer to a goal while staying in areas that none of the
given threats are able to see (which should prevent them from attacking), until a cell is reached with
a distance from a goal that is at equal to preferredRange,
which may go further from a goal if the preferredRange has not been met at the current distance.
|
ArrayList<Coord> |
DijkstraMap.findCoveredAttackPath(int moveLength,
int minPreferredRange,
int maxPreferredRange,
double coverPreference,
FOVCache fov,
boolean seekDistantGoals,
Set<Coord> impassable,
Set<Coord> onlyPassable,
List<Threat> threats,
Coord start,
Coord... targets)
Scans the dungeon using DijkstraMap.scan with the listed goals and start point, and returns a list of Coord
positions (using the current measurement) needed to get closer to a goal while staying in areas that none of the
given threats are able to see (which should prevent them from attacking), until a cell is reached with
a distance from a goal that is at least equal to minPreferredRange and no more than maxPreferredRange,
which may go further from a goal if the minPreferredRange has not been met at the current distance.
|
ArrayList<Coord> |
DijkstraMap.findTechniquePath(int moveLength,
Technique tech,
char[][] dungeon,
FOVCache cache,
Set<Coord> impassable,
Set<Coord> allies,
Coord start,
Set<Coord> targets)
Scans the dungeon using DijkstraMap.scan with the listed goals and start point, and returns a list
of Coord positions (using the current measurement) needed to get closer to a goal, where goals are
considered valid if they are at a valid range for the given Technique to hit at least one target
and ideal if that Technique can affect as many targets as possible from a cell that can be moved
to with at most movelength steps.
|
void |
PointAOE.setCache(FOVCache cache)
If you use FOVCache to pre-compute FOV maps for a level, you can share the speedup from using the cache with
some AOE implementations that rely on FOV.
|
void |
LineAOE.setCache(FOVCache cache)
If you use FOVCache to pre-compute FOV maps for a level, you can share the speedup from using the cache with
some AOE implementations that rely on FOV.
|
void |
ConeAOE.setCache(FOVCache cache)
If you use FOVCache to pre-compute FOV maps for a level, you can share the speedup from using the cache with
some AOE implementations that rely on FOV.
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void |
CloudAOE.setCache(FOVCache cache)
If you use FOVCache to pre-compute FOV maps for a level, you can share the speedup from using the cache with
some AOE implementations that rely on FOV.
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void |
BurstAOE.setCache(FOVCache cache)
If you use FOVCache to pre-compute FOV maps for a level, you can share the speedup from using the cache with
some AOE implementations that rely on FOV.
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void |
BlastAOE.setCache(FOVCache cache)
If you use FOVCache to pre-compute FOV maps for a level, you can share the speedup from using the cache with
some AOE implementations that rely on FOV.
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void |
BeamAOE.setCache(FOVCache cache)
If you use FOVCache to pre-compute FOV maps for a level, you can share the speedup from using the cache with
some AOE implementations that rely on FOV.
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void |
AOE.setCache(FOVCache cache)
If you use FOVCache to pre-compute FOV maps for a level, you can share the speedup from using the cache with
some AOE implementations that rely on FOV.
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Modifier and Type | Class and Description |
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class |
FOVCache
A combined FOV calculator, partial LOS calculator, FOV/LOS compressor, and tool to store/query/extract compressed
FOV/LOS data.
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protected class |
FOVCache.FOVUnit |
protected class |
FOVCache.LOSUnit |
protected class |
FOVCache.PerformanceUnit |
protected class |
FOVCache.QualityUnit |
protected class |
FOVCache.RefreshUnit |
protected class |
FOVCache.SymmetryUnit |
Modifier and Type | Class and Description |
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class |
ChaosRNG
An RNG that cannot be seeded and should be fairly hard to predict what it will return next.
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class |
MersenneTwister
Customized extension of Random to allow for common roguelike operations.
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class |
SobolQRNG
Implementation of a Sobol sequence as a Quasi-Random Number Generator.
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Modifier and Type | Method and Description |
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<T> List<T> |
RNG.randomRotation(List<T> l)
Given a
List l, this selects a random element of l to be the first value in the returned list l2. |
<T> List<T> |
EditRNG.randomRotation(List<T> l) |
<T> List<T> |
DharmaRNG.randomRotation(List<T> l) |
<T> List<T> |
DeckRNG.randomRotation(List<T> l) |
<T> T[] |
RNG.shuffle(T[] elements)
Shuffle an array using the Fisher-Yates algorithm.
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