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forked from 0ad/0ad
0ad/source/simulation2/components/ICmpAIManager.h
wraitii 25293ce0cc Many small bugfixes for AIs. Adds support for difficulty (and along with that, some behind-the-door architecture for a handicap system).
Adds -autostart-aidiff to set the difficulty from the command line from
testing.

This was SVN commit r13278.
2013-03-13 20:44:48 +00:00

59 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(std::wstring id, player_id_t player, uint8_t difficulty) = 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 std::vector<CScriptValRooted> GetAIs(ScriptInterface& scriptInterface);
DECLARE_INTERFACE_TYPE(AIManager)
};
#endif // INCLUDED_ICMPAIMANAGER