//===================================== class World //===================================== >> This is the main class that stores everything about > the game world. ---------------------------- Type: Refrence | No Instance ---------------------------- ------------- Group: Common ------------- ------------- Constructors: ------------- N/A -------- Methods: -------- bool creepExists( uint32 ) const; Function: Query by "World Id" wheather or not a creep currently exists Arguments: unsigned int - creep world Id Returns: bool - true: creep does exists, false: creep does not exist Creep@ getCreepById( uint32 id ); Function: Get a creep by id Arguments: unsigned int - creep Id Returns: Creep@ - null: No creep existed with that id void killCreep( Turret@ t, Creep@ c ); Function: Should be called when ever a Turret brings a creeps health to zero or below. It ensures that players are rewarded for their kill. Arguments: Turret@ t - the turret doing the killing Creep@ c - the creep being killed Returns: N/A Creep@ getOptimalCreep( const Turret@ t ); Function: Will return what NetworkDefense considers the "Optimal target" for the given turret. Optimal here is considered to be the creep who is closest to the end of their path and is with in the Turret's range. Arguments: const Turret@ t - the turret looking for a target Returns: Creep@ - null: no optimal creep found IdList getCreepsNear( Vector2d, float ); Function: Will return a list of Creep Ids who are with in range of the given point. Arguments: Vector2d - the position to check for creeps near float - the range from the given position to select creeps in Returns: IdList - A list of Creep Ids of creeps that fell inside the search area