dashN 回 dash することである地点 pos まで到達できるかどうか調べる。
ball が到達する場所に dash で行けるかどうかによって、
chase する場所を
決定する。
SimpleSexp* addSayItem(SimpleSexp * s)
Thread* forkSay()
static void* runSay(void *p)
void* sayMainLoop()
Bun()
void run()
void mainloop()
void playDango()
void playFixedPosition()
void playGoalie()
void playTest1()
Bool checkKickOff()
Bool checkPos()
Bool checkBall()
Flt badnessOfTarget(const Pos & target)
Flt goodnessOfTarget(const Pos & target)
Flt scoreOfTarget(const Pos & target, TargetInfo::Type type)
Bool compareTargetScore(TargetInfo & target, const Pos & newpos, char * name = ITK_NULLPTR, TargetInfo::Type type = TargetInfo::T_None, Int aux = 0)
TargetInfo findBestTargetPos()
Bool shouldChase()
Bool isClosestToBall(Int predict = 0, Bool ignoreGoalie = True)
Pos homepos()
Bool maybeSuccessCatch()
Bool canReachTo(const Pos & pos, Int c)
CutPosInfo cutBallPos()
void exactRun(Pos destpos, Flt maxpower, Bool needWaitFirstp = False, Int maxdash = 0)
void lookAroundWell()
PlayPhase& pushTopPlayPhase(Bool lockp = True)
PlayPhase& pushPlayPhase(const PlayPhase & p, Bool lockp = True)
PlayPhase& popPlayPhase(Bool lockp = True)
PlayPhase& pushPlayPhase(PlayPhase::Type type, Flt arg1, Flt arg2 = 0.0, Flt arg3 = 0.0, Bool lockp = True)
PlayPhase& pushPlayPhase(PlayPhase::Type type, Int arg1 = 0, Int arg2 = 0, Int arg3 = 0, Bool lockp = True)
PlayPhase& currentPlayPhase(Bool lockp = True)
PlayPhase& changePlayPhase(const PlayPhase & newpp, Bool lockp = True)
PlayPhase& changePlayPhase(PlayPhase::Type type, Flt arg1, Flt arg2 = 0.0, Flt arg3 = 0.0, Bool lockp = True)
PlayPhase& changePlayPhase(PlayPhase::Type type, Int arg1 = 0, Int arg2 = 0, Int arg3 = 0, Bool lockp = True)
Bool confirmPushPlayPhase(PlayPhase::Type type, Int arg1 = 0, Int arg2 = 0, Int arg3 = 0, Bool lockp = True)
Bool confirmPushPlayPhase(PlayPhase::Type type, Flt arg1, Flt arg2 = 0.0, Flt arg3 = 0.0, Bool lockp = True)
Bool confirmPopPlayPhase(PlayPhase::Type type, Bool lockp = True)
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