Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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AIPlayer Class Reference

#include <AIPlayer.h>

Inherits MemoryPoolObject, and Snapshot.

Inherited by AISkirmishPlayer.

Public Member Functions

 AIPlayer (Player *p)
 constructor
 
virtual Bool computeSuperweaponTarget (const SpecialPowerTemplate *power, Coord3D *pos, Int playerNdx, Real weaponRadius)
 Calculates best pos for weapon given radius.
 
virtual void update ()
 simulates the behavior of a player
 
virtual void newMap ()
 New map loaded call.
 
virtual void onUnitProduced (Object *factory, Object *unit)
 Invoked when a unit I am training comes into existence.
 
virtual void onStructureProduced (Object *factory, Object *structure)
 Invoked when a structure I am building comes into existence.
 
virtual void buildSpecificAITeam (TeamPrototype *teamProto, Bool priorityBuild)
 Builds this team immediately.
 
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 buildSpecificAIBuilding (const AsciiString &thingName)
 Builds this building as soon as possible.
 
virtual void recruitSpecificAITeam (TeamPrototype *teamProto, Real recruitRadius)
 Builds this team immediately.
 
virtual Bool isSkirmishAI (void)
 
virtual PlayergetAiEnemy (void)
 Solo AI attacks based on scripting. Only skirmish auto-acquires an enemy at this point. jba.
 
virtual Bool checkBridges (Object *unit, Waypoint *way)
 
virtual void repairStructure (ObjectID structure)
 
virtual void selectSkillset (Int skillset)
 
Bool getBaseCenter (Coord3D *pos) const
 
GameDifficulty getAIDifficulty (void) const
 Difficulty level for this player.
 
void setAIDifficulty (GameDifficulty difficulty)
 
void buildBySupplies (Int minimumCash, const AsciiString &thingName)
 Builds a building by supplies.
 
void buildSpecificBuildingNearestTeam (const AsciiString &thingName, const Team *team)
 
void buildUpgrade (const AsciiString &upgrade)
 
void aiPreTeamDestroy (const Team *team)
 A team is about to be destroyed.
 
Bool isSupplySourceSafe (Int minSupplies)
 Is the nearest supply source safe?
 
Bool isSupplySourceAttacked (void)
 Is a supply source attacked?
 
Bool isLocationSafe (const Coord3D *pos, const ThingTemplate *tthing)
 
void guardSupplyCenter (Team *team, Int minSupplies)
 Have the team guard a supply center.
 
void setTeamDelaySeconds (Int delay)
 
Bool calcClosestConstructionZoneLocation (const ThingTemplate *constructTemplate, Coord3D *location)
 Calculates the closest construction zone location based on a template.
 
- Public Member Functions inherited from MemoryPoolObject
void deleteInstance ()
 
- Public Member Functions inherited from Snapshot
 Snapshot (void)
 
 ~Snapshot (void)
 

Protected Types

enum  { MAX_STRUCTURES_TO_REPAIR = 2 }
 

Protected Member Functions

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 void doUpgradesAndSkills (void)
 
virtual ObjectfindDozer (const Coord3D *pos)
 
virtual void queueDozer (void)
 
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
 
 MAKE_DLINK_HEAD (TeamInQueue, TeamBuildQueue)
 List of teams being build.
 
 MAKE_DLINK_HEAD (TeamInQueue, TeamReadyQueue)
 List of teams built, waiting to reach rally point.
 
Bool isPossibleToBuildTeam (TeamPrototype *proto, Bool requireIdleFactory, Bool &needMoney)
 return true if team can be considered for building
 
ObjectbuildStructureNow (const ThingTemplate *bldgPlan, BuildListInfo *info)
 Build a base buiding.
 
ObjectbuildStructureWithDozer (const ThingTemplate *bldgPlan, BuildListInfo *info)
 Build a base buiding.
 
void clearTeamsInQueue (void)
 Delete all teams in the build queue.
 
void computeCenterAndRadiusOfBase (Coord3D *center, Real *radius)
 
ObjectfindFactory (const ThingTemplate *thing, Bool busyOK)
 Find a factory to build a unit. If force is true, may return a busy factory.
 
void queueUnits (void)
 Check the team build list, & queue up units at any idle factories.
 
void checkForSupplyCenter (BuildListInfo *info, Object *bldg)
 
void queueSupplyTruck (void)
 
void updateBridgeRepair (void)
 
Bool dozerInQueue (void)
 
ObjectfindSupplyCenter (Int minSupplies)
 
- Protected Member Functions inherited from MemoryPoolObject
virtual ~MemoryPoolObject ()
 
void * operator new (size_t s)
 
void operator delete (void *p)
 
virtual MemoryPoolgetObjectMemoryPool ()=0
 

Static Protected Member Functions

static Int getPlayerSuperweaponValue (Coord3D *center, Int playerNdx, Real radius, Bool includeMilitaryUnits=TRUE)
 
static void getPlayerStructureBounds (Region2D *bounds, Int playerNdx, Bool conservative=FALSE)
 

Protected Attributes

Playerm_player
 the Player we represent
 
Bool m_readyToBuildTeam
 True if the team select timer has expired.
 
Bool m_readyToBuildStructure
 True if the buildDelay timer has expired.
 
Int m_teamTimer
 Counts out the time between teams, as specified by ini.
 
Int m_structureTimer
 Counts out the time between structures, as specified by ini.
 
Int m_teamSeconds
 How many seconds to delay between teams.
 
Int m_buildDelay
 Delay for building in case we are resource or prereq. limited.
 
Int m_teamDelay
 Delay for teams in case we are resource or factory prereq. limited.
 
Int m_frameLastBuildingBuilt
 When we built the last building.
 
GameDifficulty m_difficulty
 
Int m_skillsetSelector
 
Coord3D m_baseCenter
 
Bool m_baseCenterSet
 
Real m_baseRadius
 
ObjectID m_structuresToRepair [MAX_STRUCTURES_TO_REPAIR]
 
ObjectID m_repairDozer
 
Coord3D m_repairDozerOrigin
 
Int m_structuresInQueue
 
Bool m_dozerQueuedForRepair
 
Bool m_dozerIsRepairing
 the repair dozer is trying to repair the bridge.
 
Int m_bridgeTimer
 
UnsignedInt m_supplySourceAttackCheckFrame
 
ObjectID m_attackedSupplyCenter
 
ObjectID m_curWarehouseID
 

Detailed Description

The computer-controlled opponent.

Definition at line 153 of file AIPlayer.h.

Member Enumeration Documentation

◆ anonymous enum

anonymous enum
protected
Enumerator
MAX_STRUCTURES_TO_REPAIR 

Definition at line 286 of file AIPlayer.h.

Constructor & Destructor Documentation

◆ AIPlayer()

AIPlayer::AIPlayer ( Player * p)

constructor

Definition at line 77 of file AIPlayer.cpp.

Member Function Documentation

◆ aiPreTeamDestroy()

void AIPlayer::aiPreTeamDestroy ( const Team * deletedTeam)

A team is about to be destroyed.

A team is about to be destroyed

Definition at line 860 of file AIPlayer.cpp.

◆ buildAIBaseDefense()

void AIPlayer::buildAIBaseDefense ( Bool flank)
virtual

Builds base defense on front or flank of base.

Build a base defense.

Reimplemented in AISkirmishPlayer.

Definition at line 2258 of file AIPlayer.cpp.

◆ buildAIBaseDefenseStructure()

void AIPlayer::buildAIBaseDefenseStructure ( const AsciiString & thingName,
Bool flank )
virtual

Builds base defense on front or flank of base.

Build a base defense.

Reimplemented in AISkirmishPlayer.

Definition at line 2268 of file AIPlayer.cpp.

◆ buildBySupplies()

void AIPlayer::buildBySupplies ( Int minimumCash,
const AsciiString & thingName )

Builds a building by supplies.

Build a supply center near a supply source with minimumCash or more resources.

Definition at line 1850 of file AIPlayer.cpp.

◆ buildSpecificAIBuilding()

void AIPlayer::buildSpecificAIBuilding ( const AsciiString & thingName)
virtual

Builds this building as soon as possible.

Build a specific team. If priorityBuild, put at front of queue with priority set.

Reimplemented in AISkirmishPlayer.

Definition at line 1740 of file AIPlayer.cpp.

◆ buildSpecificAITeam()

void AIPlayer::buildSpecificAITeam ( TeamPrototype * teamProto,
Bool priorityBuild )
virtual

Builds this team immediately.

Build a specific team. If priorityBuild, put at front of queue with priority set.

Reimplemented in AISkirmishPlayer.

Definition at line 2413 of file AIPlayer.cpp.

◆ buildSpecificBuildingNearestTeam()

void AIPlayer::buildSpecificBuildingNearestTeam ( const AsciiString & thingName,
const Team * team )

Build a specific building nearest specified team.

Definition at line 2077 of file AIPlayer.cpp.

◆ buildStructureNow()

Object * AIPlayer::buildStructureNow ( const ThingTemplate * bldgPlan,
BuildListInfo * info )
protected

Build a base buiding.

Definition at line 454 of file AIPlayer.cpp.

◆ buildStructureWithDozer()

Object * AIPlayer::buildStructureWithDozer ( const ThingTemplate * bldgPlan,
BuildListInfo * info )
protected

Build a base buiding.

Definition at line 515 of file AIPlayer.cpp.

◆ buildUpgrade()

void AIPlayer::buildUpgrade ( const AsciiString & upgrade)

Builds an upgrade.

Build an upgrade.

Definition at line 1752 of file AIPlayer.cpp.

◆ calcClosestConstructionZoneLocation()

Bool AIPlayer::calcClosestConstructionZoneLocation ( const ThingTemplate * constructTemplate,
Coord3D * location )

Calculates the closest construction zone location based on a template.

Calculates the closest construction zone location based on a template.

Definition at line 1973 of file AIPlayer.cpp.

◆ checkBridges()

virtual Bool AIPlayer::checkBridges ( Object * unit,
Waypoint * way )
inlinevirtual

Reimplemented in AISkirmishPlayer.

Definition at line 189 of file AIPlayer.h.

◆ checkForSupplyCenter()

void AIPlayer::checkForSupplyCenter ( BuildListInfo * info,
Object * bldg )
protected

See if the building is a supply center, and see how many supply trucks we want.

Definition at line 190 of file AIPlayer.cpp.

◆ checkQueuedTeams()

void AIPlayer::checkQueuedTeams ( void )
protectedvirtual

See if any queued teams have finished building, or have run out of time.

Reimplemented in AISkirmishPlayer.

Definition at line 2834 of file AIPlayer.cpp.

◆ checkReadyTeams()

void AIPlayer::checkReadyTeams ( void )
protectedvirtual

See if any ready teams have finished moving to the rally point.

Reimplemented in AISkirmishPlayer.

Definition at line 2753 of file AIPlayer.cpp.

◆ clearTeamsInQueue()

void AIPlayer::clearTeamsInQueue ( void )
protected

Delete all teams in the build queue.

Clear the current work order

Definition at line 446 of file AIPlayer.cpp.

◆ computeCenterAndRadiusOfBase()

void AIPlayer::computeCenterAndRadiusOfBase ( Coord3D * center,
Real * radius )
protected

Find the center of the base and the radius of buildings.

Definition at line 3075 of file AIPlayer.cpp.

◆ computeSuperweaponTarget()

Bool AIPlayer::computeSuperweaponTarget ( const SpecialPowerTemplate * power,
Coord3D * retPos,
Int playerNdx,
Real weaponRadius )
virtual

Calculates best pos for weapon given radius.

Find a good spot to fire a superweapon.

Reimplemented in AISkirmishPlayer.

Definition at line 1144 of file AIPlayer.cpp.

◆ crc()

void AIPlayer::crc ( Xfer * xfer)
protectedvirtual

CRC

Implements Snapshot.

Reimplemented in AISkirmishPlayer.

Definition at line 3288 of file AIPlayer.cpp.

◆ doBaseBuilding()

void AIPlayer::doBaseBuilding ( void )
protectedvirtual

See if it's time to build another base building.

Reimplemented in AISkirmishPlayer.

Definition at line 2723 of file AIPlayer.cpp.

◆ doTeamBuilding()

void AIPlayer::doTeamBuilding ( void )
protectedvirtual

See if it is time to start another ai team building.

Reimplemented in AISkirmishPlayer.

Definition at line 2901 of file AIPlayer.cpp.

◆ doUpgradesAndSkills()

void AIPlayer::doUpgradesAndSkills ( void )
protectedvirtual

See if it is time to start another upgrade or skill building.

Definition at line 2932 of file AIPlayer.cpp.

◆ dozerInQueue()

Bool AIPlayer::dozerInQueue ( void )
protected

Checks to see if we're building a dozer.

Definition at line 3133 of file AIPlayer.cpp.

◆ findDozer()

Object * AIPlayer::findDozer ( const Coord3D * pos)
protectedvirtual

Finds a dozer that isn't building or collecting resources.

Reimplemented in AISkirmishPlayer.

Definition at line 3211 of file AIPlayer.cpp.

◆ findFactory()

Object * AIPlayer::findFactory ( const ThingTemplate * thing,
Bool busyOK )
protected

Find a factory to build a unit. If force is true, may return a busy factory.

Search the computer player's buildings for one that can build the given request. If busyOK is true, it will return a busy factory if there are no idle ones. This is used for script invoked teams "push" to the front of the queue.

Definition at line 1412 of file AIPlayer.cpp.

◆ findSupplyCenter()

Object * AIPlayer::findSupplyCenter ( Int minimumCash)
protected

Find a supply center we haven't built a supply depot near yet.

Definition at line 2180 of file AIPlayer.cpp.

◆ getAIDifficulty()

enum GameDifficulty AIPlayer::getAIDifficulty ( void ) const

Difficulty level for this player.

Difficulty level for this player

Definition at line 3201 of file AIPlayer.cpp.

◆ getAiEnemy()

virtual Player * AIPlayer::getAiEnemy ( void )
inlinevirtual

Solo AI attacks based on scripting. Only skirmish auto-acquires an enemy at this point. jba.

Reimplemented in AISkirmishPlayer.

Definition at line 188 of file AIPlayer.h.

◆ getBaseCenter()

Bool AIPlayer::getBaseCenter ( Coord3D * pos) const
inline

Definition at line 195 of file AIPlayer.h.

◆ getPlayerStructureBounds()

void AIPlayer::getPlayerStructureBounds ( Region2D * bounds,
Int playerNdx,
Bool conservative = FALSE )
staticprotected

Get the bounds for a player's structure.

Definition at line 3785 of file AIPlayer.cpp.

◆ getPlayerSuperweaponValue()

Int AIPlayer::getPlayerSuperweaponValue ( Coord3D * center,
Int playerNdx,
Real radius,
Bool includeMilitaryUnits = TRUE )
staticprotected

Get the target value for structures in an area.

Definition at line 1293 of file AIPlayer.cpp.

◆ guardSupplyCenter()

void AIPlayer::guardSupplyCenter ( Team * team,
Int minSupplies )

Have the team guard a supply center.

Guard supply center

Definition at line 891 of file AIPlayer.cpp.

◆ isAGoodIdeaToBuildTeam()

Bool AIPlayer::isAGoodIdeaToBuildTeam ( TeamPrototype * proto)
protectedvirtual

return true if team should be built

Check if this team is buildable, doesn't exceed maximum limits, meets conditions, and isn't under construction.

Reimplemented in AISkirmishPlayer.

Definition at line 1495 of file AIPlayer.cpp.

◆ isLocationSafe()

Bool AIPlayer::isLocationSafe ( const Coord3D * pos,
const ThingTemplate * tthing )

Is this location safe for building this thing?

Definition at line 998 of file AIPlayer.cpp.

◆ isPossibleToBuildTeam()

Bool AIPlayer::isPossibleToBuildTeam ( TeamPrototype * proto,
Bool requireIdleFactory,
Bool & notEnoughMoney )
protected

return true if team can be considered for building

Return true if team can be considered for building

Definition at line 1451 of file AIPlayer.cpp.

◆ isSkirmishAI()

virtual Bool AIPlayer::isSkirmishAI ( void )
inlinevirtual

Reimplemented in AISkirmishPlayer.

Definition at line 187 of file AIPlayer.h.

◆ isSupplySourceAttacked()

Bool AIPlayer::isSupplySourceAttacked ( void )

Is a supply source attacked?

Is a supply source attacked?

Definition at line 930 of file AIPlayer.cpp.

◆ isSupplySourceSafe()

Bool AIPlayer::isSupplySourceSafe ( Int minSupplies)

Is the nearest supply source safe?

Is the nearest supply source safe?

Definition at line 988 of file AIPlayer.cpp.

◆ loadPostProcess()

void AIPlayer::loadPostProcess ( void )
protectedvirtual

Load post process

Implements Snapshot.

Reimplemented in AISkirmishPlayer.

Definition at line 3472 of file AIPlayer.cpp.

◆ MAKE_DLINK_HEAD() [1/2]

AIPlayer::MAKE_DLINK_HEAD ( TeamInQueue ,
TeamBuildQueue  )
protected

List of teams being build.

◆ MAKE_DLINK_HEAD() [2/2]

AIPlayer::MAKE_DLINK_HEAD ( TeamInQueue ,
TeamReadyQueue  )
protected

List of teams built, waiting to reach rally point.

◆ newMap()

void AIPlayer::newMap ( void )
virtual

New map loaded call.

Find any things that build stuff & add them to the build list. Then build any initially built buildings.

Reimplemented in AISkirmishPlayer.

Definition at line 3034 of file AIPlayer.cpp.

◆ onStructureProduced()

void AIPlayer::onStructureProduced ( Object * factory,
Object * bldg )
virtual

Invoked when a structure I am building comes into existence.

Invoked when a structure I am building is finished building.

Definition at line 118 of file AIPlayer.cpp.

◆ onUnitProduced()

void AIPlayer::onUnitProduced ( Object * factory,
Object * unit )
virtual

Invoked when a unit I am training comes into existence.

Invoked when a unit I am training comes into existence

Reimplemented in AISkirmishPlayer.

Definition at line 1048 of file AIPlayer.cpp.

◆ processBaseBuilding()

void AIPlayer::processBaseBuilding ( void )
protectedvirtual

do base-building behaviors

Build our base.

Reimplemented in AISkirmishPlayer.

Definition at line 706 of file AIPlayer.cpp.

◆ processTeamBuilding()

void AIPlayer::processTeamBuilding ( void )
protectedvirtual

do team-building behaviors

Train our teams.

Reimplemented in AISkirmishPlayer.

Definition at line 2644 of file AIPlayer.cpp.

◆ queueDozer()

void AIPlayer::queueDozer ( void )
protectedvirtual

Queues up a dozer.

Reimplemented in AISkirmishPlayer.

Definition at line 3152 of file AIPlayer.cpp.

◆ queueSupplyTruck()

void AIPlayer::queueSupplyTruck ( void )
protected

Queue up a supply truck to be built.

Definition at line 225 of file AIPlayer.cpp.

◆ queueUnits()

void AIPlayer::queueUnits ( void )
protected

Check the team build list, & queue up units at any idle factories.

Definition at line 2654 of file AIPlayer.cpp.

◆ recruitSpecificAITeam()

void AIPlayer::recruitSpecificAITeam ( TeamPrototype * teamProto,
Real recruitRadius )
virtual

Builds this team immediately.

Recruit a specific team, within the specific radius of the home position.

Reimplemented in AISkirmishPlayer.

Definition at line 2540 of file AIPlayer.cpp.

◆ repairStructure()

void AIPlayer::repairStructure ( ObjectID structure)
virtual

Repair a bridge or other structure.

Definition at line 2278 of file AIPlayer.cpp.

◆ selectSkillset()

void AIPlayer::selectSkillset ( Int skillset)
virtual

select a skillset for the player.

Definition at line 2309 of file AIPlayer.cpp.

◆ selectTeamToBuild()

Bool AIPlayer::selectTeamToBuild ( void )
protectedvirtual

determine the next team to build

Determine the next team to build. Return true if one was selected.

Reimplemented in AISkirmishPlayer.

Definition at line 1654 of file AIPlayer.cpp.

◆ selectTeamToReinforce()

Bool AIPlayer::selectTeamToReinforce ( Int minPriority)
protectedvirtual

determine the next team to reinforce

See if any existing teams need reinforcements, and have higher priority.

Reimplemented in AISkirmishPlayer.

Definition at line 1537 of file AIPlayer.cpp.

◆ setAIDifficulty()

void AIPlayer::setAIDifficulty ( GameDifficulty difficulty)
inline

Definition at line 198 of file AIPlayer.h.

◆ setTeamDelaySeconds()

void AIPlayer::setTeamDelaySeconds ( Int delay)
inline

Definition at line 214 of file AIPlayer.h.

◆ startTraining()

Bool AIPlayer::startTraining ( WorkOrder * order,
Bool busyOK,
AsciiString teamName )
protectedvirtual

find a production building that can handle the order, and start building

Search the computer player's buildings for one that can build the given request and start training the unit. If busyOK is true, it will queue a unit even if one is building. This lets script invoked teams "push" to the front of the queue.

Reimplemented in AISkirmishPlayer.

Definition at line 1384 of file AIPlayer.cpp.

◆ update()

void AIPlayer::update ( void )
virtual

simulates the behavior of a player

Perform computer-controlled player AI

Reimplemented in AISkirmishPlayer.

Definition at line 3011 of file AIPlayer.cpp.

◆ updateBridgeRepair()

void AIPlayer::updateBridgeRepair ( void )
protected

Do per frame work (if any) repairing bridges.

Definition at line 2320 of file AIPlayer.cpp.

◆ xfer()

void AIPlayer::xfer ( Xfer * xfer)
protectedvirtual

Xfer method Version Info: 1: Initial version 2: added m_teamSeconds delay. 3: Added m_curWarehouseID. 1: Reset back to 1 with major save file changes.

Implements Snapshot.

Reimplemented in AISkirmishPlayer.

Definition at line 3302 of file AIPlayer.cpp.

Member Data Documentation

◆ m_attackedSupplyCenter

ObjectID AIPlayer::m_attackedSupplyCenter
protected

Definition at line 296 of file AIPlayer.h.

◆ m_baseCenter

Coord3D AIPlayer::m_baseCenter
protected

Definition at line 281 of file AIPlayer.h.

◆ m_baseCenterSet

Bool AIPlayer::m_baseCenterSet
protected

Definition at line 282 of file AIPlayer.h.

◆ m_baseRadius

Real AIPlayer::m_baseRadius
protected

Definition at line 283 of file AIPlayer.h.

◆ m_bridgeTimer

Int AIPlayer::m_bridgeTimer
protected

Definition at line 293 of file AIPlayer.h.

◆ m_buildDelay

Int AIPlayer::m_buildDelay
protected

Delay for building in case we are resource or prereq. limited.

Definition at line 272 of file AIPlayer.h.

◆ m_curWarehouseID

ObjectID AIPlayer::m_curWarehouseID
protected

Definition at line 298 of file AIPlayer.h.

◆ m_difficulty

GameDifficulty AIPlayer::m_difficulty
protected

Definition at line 277 of file AIPlayer.h.

◆ m_dozerIsRepairing

Bool AIPlayer::m_dozerIsRepairing
protected

the repair dozer is trying to repair the bridge.

Definition at line 292 of file AIPlayer.h.

◆ m_dozerQueuedForRepair

Bool AIPlayer::m_dozerQueuedForRepair
protected

Definition at line 291 of file AIPlayer.h.

◆ m_frameLastBuildingBuilt

Int AIPlayer::m_frameLastBuildingBuilt
protected

When we built the last building.

Definition at line 275 of file AIPlayer.h.

◆ m_player

Player* AIPlayer::m_player
protected

the Player we represent

Definition at line 264 of file AIPlayer.h.

◆ m_readyToBuildStructure

Bool AIPlayer::m_readyToBuildStructure
protected

True if the buildDelay timer has expired.

Definition at line 267 of file AIPlayer.h.

◆ m_readyToBuildTeam

Bool AIPlayer::m_readyToBuildTeam
protected

True if the team select timer has expired.

Definition at line 266 of file AIPlayer.h.

◆ m_repairDozer

ObjectID AIPlayer::m_repairDozer
protected

Definition at line 288 of file AIPlayer.h.

◆ m_repairDozerOrigin

Coord3D AIPlayer::m_repairDozerOrigin
protected

Definition at line 289 of file AIPlayer.h.

◆ m_skillsetSelector

Int AIPlayer::m_skillsetSelector
protected

Definition at line 279 of file AIPlayer.h.

◆ m_structuresInQueue

Int AIPlayer::m_structuresInQueue
protected

Definition at line 290 of file AIPlayer.h.

◆ m_structuresToRepair

ObjectID AIPlayer::m_structuresToRepair[MAX_STRUCTURES_TO_REPAIR]
protected

Definition at line 287 of file AIPlayer.h.

◆ m_structureTimer

Int AIPlayer::m_structureTimer
protected

Counts out the time between structures, as specified by ini.

Definition at line 269 of file AIPlayer.h.

◆ m_supplySourceAttackCheckFrame

UnsignedInt AIPlayer::m_supplySourceAttackCheckFrame
protected

Definition at line 295 of file AIPlayer.h.

◆ m_teamDelay

Int AIPlayer::m_teamDelay
protected

Delay for teams in case we are resource or factory prereq. limited.

Definition at line 273 of file AIPlayer.h.

◆ m_teamSeconds

Int AIPlayer::m_teamSeconds
protected

How many seconds to delay between teams.

Definition at line 270 of file AIPlayer.h.

◆ m_teamTimer

Int AIPlayer::m_teamTimer
protected

Counts out the time between teams, as specified by ini.

Definition at line 268 of file AIPlayer.h.


The documentation for this class was generated from the following files: