All Classes and Interfaces

Class
Description
Enum used for common targeting limitations (or lack thereof, in the case of AimLimit.FREE ).
Most of the algorithms that operate on a Graph are defined here, with some specific cases in subclasses.
Area of Effect interface meant to be implemented by various specific burst, line, flowing, and user-made AOE types.
Static utilities for use in AOE and anything else that might need CoordFloatOrderedMaps.
Performs A* search to find the shortest path between two Coord points.
An AOE type that has a center and a radius, and uses shadowcasting to create a burst of rays from the center, out to the distance specified by radius.
An AOE type that has an origin, a radius, an angle, and a span; it will blast from the origin to a length equal to radius along the angle (in degrees), moving somewhat around corners/obstacles, and also spread a total of span degrees around the angle (a span of 90 will affect a full quadrant, centered on angle).
The most-commonly-used class that represents an edge between nodes on a Graph.
A Connection that treats A-to-B as a different edge from B-to-A.
A Connection that treats A-to-B and B-to-A as the same edge.
A default setting for a DirectedGraph of Coord vertices where each passable cell has a cost to enter it from any passable neighbor.
A default setting for an UndirectedGraph of Coord vertices where all connections have cost 1.
A group of pathfinding algorithms that explore in all directions equally, and are commonly used when there is more than one valid goal, or when you want a gradient floodfill to mark each cell in an area with its distance from a goal.
A kind of Graph where all connections between vertices are one-way (but a connection may exist that goes from A to B and another connection may go from B to A), and each connection can have a different cost.
Algorithms specific to directed graphs, like CostlyGraph, as well as general Algorithms.
Abstract superclass of any connection between nodes on a graph.
Abstract superclass of actual Graph types.
A Heuristic generates estimates of the cost to move from a given node to the goal.
Line Area of Effect that affects an slightly expanded (DDA) line from a given origin Coord to a given end Coord, plus an optional radius of cells around the path of the line, while respecting obstacles in its path and possibly stopping if obstructed.
An extended version of BinaryHeap.Node that also stores a reference to the parent Graph, a vertex object of type V, a Map of neighbor Nodes to the appropriate Connection per Node, an extra List of those same Connections for faster iteration, and a lot of internal data used by algorithms in this package.
An AOE type that has a center Coord only and only affects that single Coord.
A struct-like class that holds information about targeting rules for actions or other effects that reach from one square into another one, with certain potential restrictions.
A simple struct-like class that stores various public fields which describe the targeting properties of a skill, spell, tech, or any other game-specific term for a targeted (typically offensive) ability we call a Technique.
A small class to store the area that a creature is perceived by other creatures to threaten.
Like DrunkenWalk, this generates orthogonally-connected paths of Coord that meander through an area; unlike DrunkenWalk, this won't ever generate paths that cross themselves.
A kind of Graph where all connections between vertices are two-way and have equal cost for traveling A to B or B to A.
Algorithms specific to undirected graphs, like DefaultGraph, as well as general Algorithms.
Calculates the Zone of Influence, also known as Zone of Control, for different points on a map.