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// -------------------------------------------------------------------------
// AAI
//
// A skirmish AI for the TA Spring engine.
// Copyright Alexander Seizinger
//
// Released under GPL license: see LICENSE.html for more information.
// -------------------------------------------------------------------------
#pragma once
#include "aidef.h"
class AAI;
class AAIBuildTable;
class AAIMap;
class AAIAirForceManager
{
public:
AAIAirForceManager(AAI *ai, IAICallback *cb, AAIBuildTable *bt);
~AAIAirForceManager(void);
// checks if a certain unit is worth attacking it and tries to order air units to do it (units, stationary defences)
void CheckTarget(int unit, const UnitDef *def);
// checks if target is possible bombing target and adds to list of bomb targets (used for buildings e.g. stationary arty, nuke launchers..)
void CheckBombTarget(int unit_id, int def_id);
// adds new target to bombing targets (if free space in list)
void AddTarget(int unit_id, int def_id);
// removes target from bombing target list
void RemoveTarget(int unit_id);
// tries to attack units of a certain category
void BombUnitsOfCategory(UnitCategory category);
// attacks the most promising target
void BombBestUnit(float cost, float danger);
// returns true if uni already in target list
bool IsTarget(int unit_id);
// list of possible bombing targets
vector<AAIAirTarget> targets;
list<AAIGroup*> *air_groups;
AAIGroup* GetAirGroup(float importance, UnitType group_type);
private:
IAICallback *cb;
AAI *ai;
AAIBuildTable *bt;
AAIMap *map;
int my_team;
int num_of_targets;
};
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