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0ad/binaries/data/mods/public/simulation/components/AIInterface.js

73 lines
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function AIInterface() {}
AIInterface.prototype.Schema =
"<a:component type='system'/><empty/>";
AIInterface.prototype.Init = function()
{
this.events = [];
};
AIInterface.prototype.GetRepresentation = function()
{
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
// Return the same game state as the GUI uses
var state = cmpGuiInterface.GetSimulationState(-1);
// Add some extra AI-specific data
state.events = this.events;
// Reset the event list for the next turn
this.events = [];
// Add entity representations
state.entities = {};
for each (var proxy in Engine.GetComponentsWithInterface(IID_AIProxy))
{
var rep = proxy.GetRepresentation();
if (rep !== null)
state.entities[proxy.entity] = rep;
}
return state;
};
// Set up a load of event handlers to capture interesting things going on
// in the world, which we will report to AI:
// (This shouldn't include extremely high-frequency events, like PositionChanged,
// because that would be very expensive and AI will rarely care about all those
// events.)
AIInterface.prototype.OnGlobalCreate = function(msg)
{
this.events.push({"type": "Create", "msg": msg});
};
AIInterface.prototype.OnGlobalDestroy = function(msg)
{
this.events.push({"type": "Destroy", "msg": msg});
};
AIInterface.prototype.OnGlobalOwnershipChanged = function(msg)
{
this.events.push({"type": "OwnershipChanged", "msg": msg});
};
AIInterface.prototype.OnGlobalAttacked = function(msg)
{
this.events.push({"type": "Attacked", "msg": msg});
};
AIInterface.prototype.OnGlobalConstructionFinished = function(msg)
{
this.events.push({"type": "ConstructionFinished", "msg": msg});
};
AIInterface.prototype.OnGlobalPlayerDefeated = function(msg)
{
this.events.push({"type": "PlayerDefeated", "msg": msg});
};
Engine.RegisterComponentType(IID_AIInterface, "AIInterface", AIInterface);