/* Copyright (C) 2017 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 . */ #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, const std::wstring&) = 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(const ScriptInterface& scriptInterface); DECLARE_INTERFACE_TYPE(AIManager) }; #endif // INCLUDED_ICMPAIMANAGER