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forked from 0ad/0ad
0ad/source/simulation2/system/LocalTurnManager.h
wraitii 5473393e30 Add an interface for Reinforcement Learning.
Implement a simple HTTP server to start games, receive the gamestate and
pass commands to the simulation.
This is mainly intended for training reinforcement learning agents in 0
AD. As such, a python client and a small example are included.

This option can be enabled using the -rl-interface flag.

Patch by: irishninja
Reviewed By: wraitii, Itms
Fixes #5548

Differential Revision: https://code.wildfiregames.com/D2199
This was SVN commit r23917.
2020-08-01 10:52:59 +00:00

43 lines
1.3 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_LOCALTURNMANAGER
#define INCLUDED_LOCALTURNMANAGER
#include "TurnManager.h"
/**
* Implementation of CTurnManager for offline games.
*/
class CLocalTurnManager : public CTurnManager
{
public:
CLocalTurnManager(CSimulation2& simulation, IReplayLogger& replay);
void OnSimulationMessage(CSimulationMessage* msg) override;
void PostCommand(JS::HandleValue data) override;
void PostCommand(player_id_t playerid, JS::HandleValue data);
protected:
void NotifyFinishedOwnCommands(u32 turn) override;
virtual void NotifyFinishedUpdate(u32 turn) override;
};
#endif // INCLUDED_LOCALTURNMANAGER