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Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
59 lines
1.9 KiB
C++
59 lines
1.9 KiB
C++
/* Copyright (C) 2017 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_ICMPAIMANAGER
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#define INCLUDED_ICMPAIMANAGER
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#include "simulation2/system/Interface.h"
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#include "simulation2/helpers/Player.h"
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class ICmpAIManager : public IComponent
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{
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public:
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/**
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* Add a new AI player into the world, based on the AI script identified
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* by @p id (corresponding to a subdirectory in simulation/ai/),
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* to control player @p player.
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*/
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virtual void AddPlayer(const std::wstring& id, player_id_t player, uint8_t difficulty, const std::wstring&) = 0;
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virtual void SetRNGSeed(uint32_t seed) = 0;
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virtual void TryLoadSharedComponent() = 0;
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virtual void RunGamestateInit() = 0;
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/**
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* Call this at the end of a turn, to trigger AI computation which will be
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* ready for the next turn.
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*/
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virtual void StartComputation() = 0;
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/**
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* Call this at the start of a turn, to push the computed AI commands into
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* the command queue.
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*/
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virtual void PushCommands() = 0;
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/**
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* Returns a vector of {"id":"value-for-AddPlayer", "name":"Human readable name"}
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* objects, based on all the available AI scripts.
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*/
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static JS::Value GetAIs(const ScriptInterface& scriptInterface);
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DECLARE_INTERFACE_TYPE(AIManager)
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};
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#endif // INCLUDED_ICMPAIMANAGER
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