2011-01-12 13:29:00 +01:00
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function AIInterface() {}
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AIInterface.prototype.Schema =
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"<a:component type='system'/><empty/>";
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AIInterface.prototype.Init = function()
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{
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this.events = [];
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};
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AIInterface.prototype.GetRepresentation = function()
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{
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var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
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// Return the same game state as the GUI uses
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var state = cmpGuiInterface.GetSimulationState(-1);
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// Add some extra AI-specific data
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state.events = this.events;
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// Reset the event list for the next turn
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this.events = [];
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2011-01-16 00:35:20 +01:00
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// Add entity representations
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state.entities = {};
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for each (var proxy in Engine.GetComponentsWithInterface(IID_AIProxy))
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{
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var rep = proxy.GetRepresentation();
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if (rep !== null)
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state.entities[proxy.entity] = rep;
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}
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2011-01-12 13:29:00 +01:00
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return state;
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};
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// Set up a load of event handlers to capture interesting things going on
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// in the world, which we will report to AI:
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// (This shouldn't include extremely high-frequency events, like PositionChanged,
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// because that would be very expensive and AI will rarely care about all those
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// events.)
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AIInterface.prototype.OnGlobalCreate = function(msg)
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{
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this.events.push({"type": "Create", "msg": msg});
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};
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AIInterface.prototype.OnGlobalDestroy = function(msg)
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{
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this.events.push({"type": "Destroy", "msg": msg});
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};
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AIInterface.prototype.OnGlobalOwnershipChanged = function(msg)
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{
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this.events.push({"type": "OwnershipChanged", "msg": msg});
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};
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AIInterface.prototype.OnGlobalAttacked = function(msg)
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{
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this.events.push({"type": "Attacked", "msg": msg});
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};
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AIInterface.prototype.OnGlobalConstructionFinished = function(msg)
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{
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this.events.push({"type": "ConstructionFinished", "msg": msg});
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};
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AIInterface.prototype.OnGlobalPlayerDefeated = function(msg)
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{
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this.events.push({"type": "PlayerDefeated", "msg": msg});
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};
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Engine.RegisterComponentType(IID_AIInterface, "AIInterface", AIInterface);
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