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4.3 KiB
C++

/*
** Command & Conquer Generals Zero Hour(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program 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 3 of the License, or
** (at your option) any later version.
**
** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// AISkirmishPlayer.h
// Computerized opponent
// Author: Michael S. Booth, January 2002
#pragma once
#ifndef _AI_SKIRMISH_PLAYER_H_
#define _AI_SKIRMISH_PLAYER_H_
#include "Common/GameMemory.h"
#include "GameLogic/AIPlayer.h"
class BuildListInfo;
class SpecialPowerTemplate;
/**
* The computer-controlled opponent.
*/
class AISkirmishPlayer : public AIPlayer
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( AISkirmishPlayer, "AISkirmishPlayer" )
public: // AISkirmish specific methods.
AISkirmishPlayer( Player *p ); ///< constructor
virtual Bool computeSuperweaponTarget(const SpecialPowerTemplate *power, Coord3D *pos, Int playerNdx, Real weaponRadius); ///< Calculates best pos for weapon given radius.
public: // AIPlayer interface methods.
virtual void update(); ///< simulates the behavior of a player
virtual void newMap(); ///< New map loaded call.
/// Invoked when a unit I am training comes into existence
virtual void onUnitProduced( Object *factory, Object *unit );
virtual void buildSpecificAITeam(TeamPrototype *teamProto, Bool priorityBuild); ///< Builds this team immediately.
virtual void buildSpecificAIBuilding(const AsciiString &thingName); ///< Builds this building as soon as possible.
virtual void buildAIBaseDefense(Bool flank); ///< Builds base defense on front or flank of base.
virtual void buildAIBaseDefenseStructure(const AsciiString &thingName, Bool flank); ///< Builds base defense on front or flank of base.
virtual void recruitSpecificAITeam(TeamPrototype *teamProto, Real recruitRadius); ///< Builds this team immediately.
virtual Bool isSkirmishAI(void) {return true;}
virtual Bool checkBridges(Object *unit, Waypoint *way);
virtual Player *getAiEnemy(void); ///< Solo AI attacks based on scripting. Only skirmish auto-acquires an enemy at this point. jba.
protected:
// snapshot methods
virtual void crc( Xfer *xfer );
virtual void xfer( Xfer *xfer );
virtual void loadPostProcess( void );
virtual void doBaseBuilding(void);
virtual void checkReadyTeams(void);
virtual void checkQueuedTeams(void);
virtual void doTeamBuilding(void);
virtual Object *findDozer(const Coord3D *pos);
virtual void queueDozer(void);
protected:
virtual Bool selectTeamToBuild( void ); ///< determine the next team to build
virtual Bool selectTeamToReinforce( Int minPriority ); ///< determine the next team to reinforce
virtual Bool startTraining( WorkOrder *order, Bool busyOK, AsciiString teamName); ///< find a production building that can handle the order, and start building
virtual Bool isAGoodIdeaToBuildTeam( TeamPrototype *proto ); ///< return true if team should be built
virtual void processBaseBuilding( void ); ///< do base-building behaviors
virtual void processTeamBuilding( void ); ///< do team-building behaviors
protected:
void adjustBuildList(BuildListInfo *list);
Int getMyEnemyPlayerIndex(void);
void acquireEnemy(void);
protected:
Int m_curFrontBaseDefense; // First is 0.
Int m_curFlankBaseDefense; // First is 0.
Real m_curFrontLeftDefenseAngle;
Real m_curFrontRightDefenseAngle;
Real m_curLeftFlankLeftDefenseAngle;
Real m_curLeftFlankRightDefenseAngle;
Real m_curRightFlankLeftDefenseAngle;
Real m_curRightFlankRightDefenseAngle;
UnsignedInt m_frameToCheckEnemy;
Player *m_currentEnemy;
};
#endif // _AI_SKIRMISH_PLAYER_H_