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- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // AISkirmishPlayer.h
- // Computerized opponent
- // Author: Michael S. Booth, January 2002
- #pragma once
- #ifndef _AI_SKIRMISH_PLAYER_H_
- #define _AI_SKIRMISH_PLAYER_H_
- #include "Common/GameMemory.h"
- #include "GameLogic/AIPlayer.h"
- class BuildListInfo;
- class SpecialPowerTemplate;
- /**
- * The computer-controlled opponent.
- */
- class AISkirmishPlayer : public AIPlayer
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( AISkirmishPlayer, "AISkirmishPlayer" )
- public: // AISkirmish specific methods.
- AISkirmishPlayer( Player *p ); ///< constructor
- virtual Bool computeSuperweaponTarget(const SpecialPowerTemplate *power, Coord3D *pos, Int playerNdx, Real weaponRadius); ///< Calculates best pos for weapon given radius.
- public: // AIPlayer interface methods.
- virtual void update(); ///< simulates the behavior of a player
- virtual void newMap(); ///< New map loaded call.
- /// Invoked when a unit I am training comes into existence
- virtual void onUnitProduced( Object *factory, Object *unit );
- virtual void buildSpecificAITeam(TeamPrototype *teamProto, Bool priorityBuild); ///< Builds this team immediately.
- virtual void buildSpecificAIBuilding(const AsciiString &thingName); ///< Builds this building as soon as possible.
- virtual void buildAIBaseDefense(Bool flank); ///< Builds base defense on front or flank of base.
- virtual void buildAIBaseDefenseStructure(const AsciiString &thingName, Bool flank); ///< Builds base defense on front or flank of base.
- virtual void recruitSpecificAITeam(TeamPrototype *teamProto, Real recruitRadius); ///< Builds this team immediately.
- virtual Bool isSkirmishAI(void) {return true;}
- virtual Bool checkBridges(Object *unit, Waypoint *way);
- virtual Player *getAiEnemy(void); ///< Solo AI attacks based on scripting. Only skirmish auto-acquires an enemy at this point. jba.
- protected:
- // snapshot methods
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess( void );
- virtual void doBaseBuilding(void);
- virtual void checkReadyTeams(void);
- virtual void checkQueuedTeams(void);
- virtual void doTeamBuilding(void);
- virtual Object *findDozer(const Coord3D *pos);
- virtual void queueDozer(void);
- protected:
- virtual Bool selectTeamToBuild( void ); ///< determine the next team to build
- virtual Bool selectTeamToReinforce( Int minPriority ); ///< determine the next team to reinforce
- virtual Bool startTraining( WorkOrder *order, Bool busyOK, AsciiString teamName); ///< find a production building that can handle the order, and start building
- virtual Bool isAGoodIdeaToBuildTeam( TeamPrototype *proto ); ///< return true if team should be built
- virtual void processBaseBuilding( void ); ///< do base-building behaviors
- virtual void processTeamBuilding( void ); ///< do team-building behaviors
- protected:
- void adjustBuildList(BuildListInfo *list);
- Int getMyEnemyPlayerIndex(void);
- void acquireEnemy(void);
- protected:
- Int m_curFrontBaseDefense; // First is 0.
- Int m_curFlankBaseDefense; // First is 0.
- Real m_curFrontLeftDefenseAngle;
- Real m_curFrontRightDefenseAngle;
- Real m_curLeftFlankLeftDefenseAngle;
- Real m_curLeftFlankRightDefenseAngle;
- Real m_curRightFlankLeftDefenseAngle;
- Real m_curRightFlankRightDefenseAngle;
- UnsignedInt m_frameToCheckEnemy;
- Player *m_currentEnemy;
- };
- #endif // _AI_SKIRMISH_PLAYER_H_
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