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#ifndef AICHEATS_H
#define AICHEATS_H
#include "IAICheats.h"
class CSkirmishAIWrapper;
class CAICheats: public IAICheats
{
CSkirmishAIWrapper* ai;
public:
CAICheats(CSkirmishAIWrapper* ai);
~CAICheats(void);
void SetMyHandicap(float handicap);
void GiveMeMetal(float amount);
void GiveMeEnergy(float amount);
int CreateUnit(const char* name, float3 pos);
const UnitDef* GetUnitDef(int unitId);
float3 GetUnitPos(int unitId);
int GetEnemyUnits(int* unitIds, int unitIds_max);
int GetEnemyUnits(int* unitIds, const float3& pos, float radius, int unitIds_max);
int GetNeutralUnits(int* unitIds, int unitIds_max);
int GetNeutralUnits(int* unitIds, const float3& pos, float radius, int unitIds_max);
int GetFeatures(int *features, int max);
int GetFeatures(int *features, int max, const float3& pos,
float radius);
int GetUnitTeam(int unitId);
int GetUnitAllyTeam(int unitId);
float GetUnitHealth(int unitId);
float GetUnitMaxHealth(int unitId);
float GetUnitPower(int unitId);
float GetUnitExperience(int unitId);
bool IsUnitActivated(int unitId);
bool UnitBeingBuilt(int unitId);
bool IsUnitNeutral(int unitId);
bool GetUnitResourceInfo(int unitId, UnitResourceInfo* resourceInfo);
const CCommandQueue* GetCurrentUnitCommands(int unitId);
int GetBuildingFacing(int unitId);
bool IsUnitCloaked(int unitId);
bool IsUnitParalyzed(int unitId);
bool OnlyPassiveCheats();
static bool IsPassive();
void EnableCheatEvents(bool enable);
bool GetProperty(int unit, int property, void* dst);
bool GetValue(int id, void* dst);
int HandleCommand(int commandId, void* data);
};
#endif
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