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Some checks are pending
`this.isDeserialized` is only required for AIs which `Deserialize` function depends on the game state.
60 lines
1.2 KiB
JavaScript
60 lines
1.2 KiB
JavaScript
globalThis.PlayerID = -1;
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export function BaseAI(settings)
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{
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if (!settings)
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return;
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this.player = settings.player;
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}
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/** Return a simple object (using no classes etc) that will be serialized into saved games */
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BaseAI.prototype.Serialize = function()
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{
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return {};
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};
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/**
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* Called after the constructor when loading a saved game, with 'data' being
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* whatever Serialize() returned
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*/
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BaseAI.prototype.Deserialize = function(data, sharedScript)
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{
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};
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BaseAI.prototype.Init = function(state, playerID, sharedAI)
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{
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PlayerID = playerID;
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this.territoryMap = sharedAI.territoryMap;
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this.accessibility = sharedAI.accessibility;
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this.gameState = sharedAI.gameState[this.player];
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this.gameState.ai = this;
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this.timeElapsed = sharedAI.timeElapsed;
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this.CustomInit(this.gameState);
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};
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/** AIs override this function */
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BaseAI.prototype.CustomInit = function()
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{
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};
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BaseAI.prototype.HandleMessage = function(state, playerID, sharedAI)
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{
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PlayerID = playerID;
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this.territoryMap = sharedAI.territoryMap;
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this.OnUpdate(sharedAI);
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};
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/** AIs override this function */
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BaseAI.prototype.OnUpdate = function()
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{
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};
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BaseAI.prototype.chat = function(message)
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{
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Engine.PostCommand(PlayerID, { "type": "aichat", "message": message });
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};
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