globalThis.PlayerID = -1; export class BaseAI { constructor(settings) { if (!settings) return; this.player = settings.player; } /** Return a simple object (using no classes etc) that will be serialized into saved games */ Serialize() { return {}; } /** * Called after the constructor when loading a saved game, with 'data' being * whatever Serialize() returned */ Deserialize(data, sharedScript) { } Init(playerID, sharedAI) { PlayerID = playerID; this.territoryMap = sharedAI.territoryMap; this.accessibility = sharedAI.accessibility; this.gameState = sharedAI.gameState[this.player]; this.gameState.ai = this; this.timeElapsed = sharedAI.timeElapsed; this.CustomInit(this.gameState); } /** AIs override this function */ CustomInit() { } HandleMessage(state, playerID, sharedAI) { PlayerID = playerID; this.territoryMap = sharedAI.territoryMap; this.OnUpdate(sharedAI); } /** AIs override this function */ OnUpdate() { } chat(message) { Engine.PostCommand(PlayerID, { "type": "aichat", "message": message }); } }