#include <AI.h>
Inherits SubsystemInterface, and Snapshot.
Public Types | |
| enum | { CAN_SEE = 1 << 0 , CAN_ATTACK = 1 << 1 , IGNORE_INSIGNIFICANT_BUILDINGS = 1 << 2 , ATTACK_BUILDINGS = 1 << 3 , WITHIN_ATTACK_RANGE = 1 << 4 , UNFOGGED = 1 << 5 } |
Public Member Functions | |
| AI (void) | |
| ~AI () | |
| virtual void | init (void) |
| initialize AI to default values | |
| virtual void | reset (void) |
| reset the AI system to prepare for a new map | |
| virtual void | update (void) |
| do one frame of AI computation | |
| Pathfinder * | pathfinder (void) |
| public access to the pathfind system | |
| Object * | findClosestEnemy (const Object *me, Real range, UnsignedInt qualifiers, const AttackPriorityInfo *info=NULL, PartitionFilter *optionalFilter=NULL) |
| Object * | findClosestRepulsor (const Object *me, Real range) |
| Object * | findClosestAlly (const Object *me, Real range, UnsignedInt qualifiers) |
| void | crc (Xfer *xfer) |
| run the "light" crc check on this data structure | |
| void | xfer (Xfer *xfer) |
| void | loadPostProcess (void) |
| AIGroup * | createGroup (void) |
| instantiate a new AI Group | |
| void | destroyGroup (AIGroup *group) |
| destroy the given AI Group | |
| AIGroup * | findGroup (UnsignedInt id) |
| return the AI Group with the given ID | |
| enum FormationID | getNextFormationID (void) |
| const TAiData * | getAiData () |
| UnsignedInt | getNextGroupID (void) |
Public Member Functions inherited from SubsystemInterface | |
| SubsystemInterface () | |
| virtual | ~SubsystemInterface () |
| virtual void | postProcessLoad () |
| virtual void | draw (void) |
| void | UPDATE (void) |
| void | DRAW (void) |
| AsciiString | getName (void) |
| void | setName (AsciiString name) |
Public Member Functions inherited from Snapshot | |
| Snapshot (void) | |
| ~Snapshot (void) | |
Static Public Member Functions | |
| static void | parseAiDataDefinition (INI *ini) |
| static Real | getAdjustedVisionRangeForObject (const Object *object, Int factorsToConsider) |
| static void | parseSideInfo (INI *ini, void *instance, void *store, const void *userData) |
| Parse the image part of the INI file. | |
| static void | parseSkirmishBuildList (INI *ini, void *instance, void *store, const void *userData) |
| Parse the image part of the INI file. | |
| static void | parseStructure (INI *ini, void *instance, void *store, const void *userData) |
| Parse the image part of the INI file. | |
| static void | parseSkillSet (INI *ini, void *instance, void *store, const void *userData) |
| Parse the image part of the INI file. | |
| static void | parseScience (INI *ini, void *instance, void *store, const void *userData) |
| Parse the image part of the INI file. | |
Protected Member Functions | |
| void | newOverride (void) |
| void | addSideInfo (AISideInfo *info) |
Protected Attributes | |
| Pathfinder * | m_pathfinder |
| the pathfinding system | |
| std::list< AIGroup * > | m_groupList |
| the list of AIGroups | |
| TAiData * | m_aiData |
| UnsignedInt | m_nextGroupID |
| FormationID | m_nextFormationID |
Protected Attributes inherited from SubsystemInterface | |
| AsciiString | m_name |
The AI subsystem is responsible for the implementation of the Artificial Intelligence of the game. This includes the behaviors or all game entities, pathfinding, etc.
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| AIGroup * AI::createGroup | ( | void | ) |
| void AI::destroyGroup | ( | AIGroup * | group | ) |
| Object * AI::findClosestAlly | ( | const Object * | me, |
| Real | range, | ||
| UnsignedInt | qualifiers ) |
| Object * AI::findClosestEnemy | ( | const Object * | me, |
| Real | range, | ||
| UnsignedInt | qualifiers, | ||
| const AttackPriorityInfo * | info = NULL, | ||
| PartitionFilter * | optionalFilter = NULL ) |
| AIGroup * AI::findGroup | ( | UnsignedInt | id | ) |
| FormationID AI::getNextFormationID | ( | void | ) |
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Parse the image part of the INI file.
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reset the AI system to prepare for a new map
Reset the AI system in preparation for a new map
Implements SubsystemInterface.
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