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forked from 0ad/0ad
0ad/source/simulation2/components/ICmpAIManager.h
Yves 1a66f510d0 Use const T& for parameters of some types in script-exposed native functions
Using references matches the C++ coding style better and should improve
performance a bit in theory. It avoids 2 copies of T in case of the
functions registered with RegisterFunction (mainy used in the GUI). It
should also avoid one or two copies in case of
DEFINE_INTERFACE_METHOD_X, which is used in the simulation, but I
haven't bothered to count it there exactly.
It is now predefined which types have to be passed by const reference
and which are passed by value. Note that references can't be used as
out-parameters (to return multiple values to JS). This hasn't worked
before either and probably never will.

This was SVN commit r17696.
2016-01-23 15:17:56 +00:00

60 lines
1.8 KiB
C++

/* Copyright (C) 2011 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_ICMPAIMANAGER
#define INCLUDED_ICMPAIMANAGER
#include "simulation2/system/Interface.h"
#include "simulation2/helpers/Player.h"
class ICmpAIManager : public IComponent
{
public:
/**
* Add a new AI player into the world, based on the AI script identified
* by @p id (corresponding to a subdirectory in simulation/ai/),
* to control player @p player.
*/
virtual void AddPlayer(const std::wstring& id, player_id_t player, uint8_t difficulty) = 0;
virtual void SetRNGSeed(uint32_t seed) = 0;
virtual void TryLoadSharedComponent() = 0;
virtual void RunGamestateInit() = 0;
/**
* Call this at the end of a turn, to trigger AI computation which will be
* ready for the next turn.
*/
virtual void StartComputation() = 0;
/**
* Call this at the start of a turn, to push the computed AI commands into
* the command queue.
*/
virtual void PushCommands() = 0;
/**
* Returns a vector of {"id":"value-for-AddPlayer", "name":"Human readable name"}
* objects, based on all the available AI scripts.
*/
static JS::Value GetAIs(ScriptInterface& scriptInterface);
DECLARE_INTERFACE_TYPE(AIManager)
};
#endif // INCLUDED_ICMPAIMANAGER