130 lines
4.4 KiB
C++
130 lines
4.4 KiB
C++
/*
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** Command & Conquer Generals(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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////////////////////////////////////////////////////////////////////////////////
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// //
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// (c) 2001-2003 Electronic Arts Inc. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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// AISkirmishPlayer.h
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// Computerized opponent
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// Author: Michael S. Booth, January 2002
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#pragma once
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#ifndef _AI_SKIRMISH_PLAYER_H_
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#define _AI_SKIRMISH_PLAYER_H_
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#include "Common/GameMemory.h"
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#include "GameLogic/AIPlayer.h"
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class BuildListInfo;
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class SpecialPowerTemplate;
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#if !defined(_PLAYTEST)
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/**
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* The computer-controlled opponent.
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*/
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class AISkirmishPlayer : public AIPlayer
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( AISkirmishPlayer, "AISkirmishPlayer" )
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public: // AISkirmish specific methods.
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AISkirmishPlayer( Player *p ); ///< constructor
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virtual void computeSuperweaponTarget(const SpecialPowerTemplate *power, Coord3D *pos, Int playerNdx, Real weaponRadius); ///< Calculates best pos for weapon given radius.
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public: // AIPlayer interface methods.
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virtual void update(); ///< simulates the behavior of a player
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virtual void newMap(); ///< New map loaded call.
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/// Invoked when a unit I am training comes into existence
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virtual void onUnitProduced( Object *factory, Object *unit );
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virtual void buildSpecificAITeam(TeamPrototype *teamProto, Bool priorityBuild); ///< Builds this team immediately.
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virtual void buildSpecificAIBuilding(const AsciiString &thingName); ///< Builds this building as soon as possible.
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virtual void buildAIBaseDefense(Bool flank); ///< Builds base defense on front or flank of base.
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virtual void buildAIBaseDefenseStructure(const AsciiString &thingName, Bool flank); ///< Builds base defense on front or flank of base.
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virtual void recruitSpecificAITeam(TeamPrototype *teamProto, Real recruitRadius); ///< Builds this team immediately.
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virtual Bool isSkirmishAI(void) {return true;}
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virtual Bool checkBridges(Object *unit, Waypoint *way);
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virtual Player *getAiEnemy(void); ///< Solo AI attacks based on scripting. Only skirmish auto-acquires an enemy at this point. jba.
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protected:
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// snapshot methods
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virtual void crc( Xfer *xfer );
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virtual void xfer( Xfer *xfer );
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virtual void loadPostProcess( void );
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virtual void doBaseBuilding(void);
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virtual void checkReadyTeams(void);
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virtual void checkQueuedTeams(void);
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virtual void doTeamBuilding(void);
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virtual Object *findDozer(const Coord3D *pos);
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virtual void queueDozer(void);
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protected:
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virtual Bool selectTeamToBuild( void ); ///< determine the next team to build
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virtual Bool selectTeamToReinforce( Int minPriority ); ///< determine the next team to reinforce
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virtual Bool startTraining( WorkOrder *order, Bool busyOK, AsciiString teamName); ///< find a production building that can handle the order, and start building
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virtual Bool isAGoodIdeaToBuildTeam( TeamPrototype *proto ); ///< return true if team should be built
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virtual void processBaseBuilding( void ); ///< do base-building behaviors
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virtual void processTeamBuilding( void ); ///< do team-building behaviors
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protected:
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void adjustBuildList(BuildListInfo *list);
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Int getMyEnemyPlayerIndex(void);
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void acquireEnemy(void);
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protected:
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Int m_curFrontBaseDefense; // First is 0.
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Int m_curFlankBaseDefense; // First is 0.
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Real m_curFrontLeftDefenseAngle;
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Real m_curFrontRightDefenseAngle;
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Real m_curLeftFlankLeftDefenseAngle;
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Real m_curLeftFlankRightDefenseAngle;
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Real m_curRightFlankLeftDefenseAngle;
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Real m_curRightFlankRightDefenseAngle;
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UnsignedInt m_frameToCheckEnemy;
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Player *m_currentEnemy;
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};
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#endif
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#endif // _AI_SKIRMISH_PLAYER_H_
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