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/*
Copyright 2008 Nicolas Wu
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
@author Nicolas Wu
@author Robin Vobruba <hoijui.quaero@gmail.com>
*/
#ifndef _AISEVENTS_H
#define _AISEVENTS_H
// IMPORTANT NOTE: external systems parse this file,
// so DO NOT CHANGE the style and format it uses without
// major though in advance, and deliberation with hoijui!
#ifdef __cplusplus
extern "C" {
#endif
#include "SAIFloat3.h"
#include "SSkirmishAICallback.h"
/**
* Each event type can be identified through a unique ID,
* which we call event topic.
* Events are sent from the engine to AIs.
*
* Note: Do NOT change the values assigned to these topics,
* as this would be bad for inter-version compatibility.
* You should always append new event topics at the end of this list,
* and adjust NUM_EVENTS.
*
* @see SSkirmishAILibrary.handleEvent()
*/
enum EventTopic {
EVENT_NULL = 0,
EVENT_INIT = 1,
EVENT_RELEASE = 2,
EVENT_UPDATE = 3,
EVENT_MESSAGE = 4,
EVENT_UNIT_CREATED = 5,
EVENT_UNIT_FINISHED = 6,
EVENT_UNIT_IDLE = 7,
EVENT_UNIT_MOVE_FAILED = 8,
EVENT_UNIT_DAMAGED = 9,
EVENT_UNIT_DESTROYED = 10,
EVENT_UNIT_GIVEN = 11,
EVENT_UNIT_CAPTURED = 12,
EVENT_ENEMY_ENTER_LOS = 13,
EVENT_ENEMY_LEAVE_LOS = 14,
EVENT_ENEMY_ENTER_RADAR = 15,
EVENT_ENEMY_LEAVE_RADAR = 16,
EVENT_ENEMY_DAMAGED = 17,
EVENT_ENEMY_DESTROYED = 18,
EVENT_WEAPON_FIRED = 19,
EVENT_PLAYER_COMMAND = 20,
EVENT_SEISMIC_PING = 21,
EVENT_COMMAND_FINISHED = 22,
EVENT_LOAD = 23,
EVENT_SAVE = 24,
};
const unsigned int NUM_EVENTS = 25;
#define AIINTERFACE_EVENTS_ABI_VERSION ( \
sizeof(struct SInitEvent) \
+ sizeof(struct SReleaseEvent) \
+ sizeof(struct SUpdateEvent) \
+ sizeof(struct SMessageEvent) \
+ sizeof(struct SUnitCreatedEvent) \
+ sizeof(struct SUnitFinishedEvent) \
+ sizeof(struct SUnitIdleEvent) \
+ sizeof(struct SUnitMoveFailedEvent) \
+ sizeof(struct SUnitDamagedEvent) \
+ sizeof(struct SUnitDestroyedEvent) \
+ sizeof(struct SUnitGivenEvent) \
+ sizeof(struct SUnitCapturedEvent) \
+ sizeof(struct SEnemyEnterLOSEvent) \
+ sizeof(struct SEnemyLeaveLOSEvent) \
+ sizeof(struct SEnemyEnterRadarEvent) \
+ sizeof(struct SEnemyLeaveRadarEvent) \
+ sizeof(struct SEnemyDamagedEvent) \
+ sizeof(struct SEnemyDestroyedEvent) \
+ sizeof(struct SWeaponFiredEvent) \
+ sizeof(struct SPlayerCommandEvent) \
+ sizeof(struct SCommandFinishedEvent) \
+ sizeof(struct SSeismicPingEvent) \
+ sizeof(struct SLoadEvent) \
+ sizeof(struct SSaveEvent) \
)
/**
* This AI event initializes a Skirmish AI instance.
* It is sent only once per AI instance and game, as the very first event.
*/
struct SInitEvent {
int team;
const struct SSkirmishAICallback* callback;
}; // EVENT_INIT
/**
* This AI event tells a Skirmish AI instance, that it is no longer needed. It
* can be used to free memory or do other cleanup work.
* It is sent only once per AI instance and game, as the very last event.
* Values description for reason:
* 0: unspecified
* 1: game ended
* 2: team died
* 3: AI killed
* 4: AI crashed
* 5: AI failed to init
* 6: connection lost
* 7: other reason
*/
struct SReleaseEvent {
int reason;
}; // EVENT_RELEASE
/**
* This AI event is sent once per game frame, which is about 30 times per second
* by default.
*/
struct SUpdateEvent {
int frame;
}; // EVENT_UPDATE
/**
* This AI event is a notification about a chat message sent by one of the
* participants of this game, which may be a player or an AI, including this AI.
*/
struct SMessageEvent {
int player;
const char* message;
}; // EVENT_MESSAGE
/**
* This AI event is sent whenever a unit of this team is created, and contains
* the created unit. Usually, the unit has only 1 HP at this time, and consists
* only of a nano frame (-> will not accept commands yet);
* see also the unit-finnished event.
*/
struct SUnitCreatedEvent {
int unit;
int builder;
}; // EVENT_UNIT_CREATED
/**
* This AI event is sent whenever a unit is fully built, and contains the
* finnished unit. Usually, the unit has full health at this time, and is ready
* to accept commands; see also the unit-created event.
*/
struct SUnitFinishedEvent {
int unit;
}; // EVENT_UNIT_FINISHED
/**
* This AI event is sent when a unit finnished processing a command or just
* finished building, and it has currently no commands in it's queue.
*/
struct SUnitIdleEvent {
int unit;
}; // EVENT_UNIT_IDLE
/**
* This AI event is sent when a unit received a move command and is not able to
* fullfill it. Reasons for this are:
* - The unit is not able to move
* - The path to the target location is blocked
* - The unit can not move on the terain of the target location (for example,
* the target is on land, and the unit is a ship)
*/
struct SUnitMoveFailedEvent {
int unit;
}; // EVENT_UNIT_MOVE_FAILED
/**
* This AI event is sent when a unit was damaged. It contains the attacked unit,
* the attacking unit, the ammount of damage and the direction from where the
* damage was inflickted. In case of a laser weapon, the direction will point
* directly from the attacker to the attacked unit, while with artillery it will
* rather be from somewhere up in the sky to the attacked unit.
* See also the unit-destroyed event.
* attacker may be 0, which means no attacker was directly involved.
* If paralyzer is true, then damage is paralyzation damage,
* otherwise it is real damage.
*/
struct SUnitDamagedEvent {
int unit;
int attacker;
float damage;
struct SAIFloat3 dir;
int weaponDefId;
bool paralyzer;
}; // EVENT_UNIT_DAMAGED
/**
* This AI event is sent when a unit was destroyed; see also the unit-damaged
* event.
* attacker may be 0, which means no attacker was directly involveld.
*/
struct SUnitDestroyedEvent {
int unit;
int attacker;
}; // EVENT_UNIT_DESTROYED
/**
* This AI event is sent when a unit changed from one team to an other either
* because the old owner gave it to the new one, or because the new one took it
* from the old one; see the /take command.
*/
struct SUnitGivenEvent {
int unitId;
int oldTeamId;
int newTeamId;
}; // EVENT_UNIT_GIVEN
/**
* This AI event is sent when a unit changed from one team to an other through
* capturing.
*/
struct SUnitCapturedEvent {
int unitId;
int oldTeamId;
int newTeamId;
}; // EVENT_UNIT_CAPTURED
/**
* This AI event is sent when an enemy unit entered the LOS of this team.
*/
struct SEnemyEnterLOSEvent {
int enemy;
}; // EVENT_ENEMY_ENTER_LOS
/**
* This AI event is sent when an enemy unit left the LOS of this team.
*/
struct SEnemyLeaveLOSEvent {
int enemy;
}; // EVENT_ENEMY_LEAVE_LOS
/**
* This AI event is sent when an enemy unit entered the radar covered area of
* this team.
*/
struct SEnemyEnterRadarEvent {
int enemy;
}; // EVENT_ENEMY_ENTER_RADAR
/**
* This AI event is sent when an enemy unit left the radar covered area of this
* team.
*/
struct SEnemyLeaveRadarEvent {
int enemy;
}; // EVENT_ENEMY_LEAVE_RADAR
/**
* This AI event is sent when an enemy unit was damaged. It contains the
* attacked unit, the attacking unit, the ammount of damage and the direction
* from where the damage was inflickted. In case of a laser weapon, the
* direction will point directly from the attacker to the attacked unit, while
* with artillery it will rather be from somewhere up in the sky to the attacked
* unit.
* attacker may be 0, which means no attacker was directly involved.
* See also the enemy-destroyed event.
*/
struct SEnemyDamagedEvent {
int enemy;
int attacker;
float damage;
struct SAIFloat3 dir;
int weaponDefId;
bool paralyzer;
}; // EVENT_ENEMY_DAMAGED
/**
* This AI event is sent when an enemy unit was destroyed; see also the
* enemy-damaged event.
* attacker may be 0, which means no attacker was directly involveld.
*/
struct SEnemyDestroyedEvent {
int enemy;
int attacker;
}; // EVENT_ENEMY_DESTROYED
/**
* This AI event is sent when a weapon is fired.
*/
struct SWeaponFiredEvent {
int unitId;
int weaponDefId;
}; // EVENT_WEAPON_FIRED
/**
* This AI event is sent when a user gives a command to one or multiple units
* belonging to a team controlled by the AI.
*/
struct SPlayerCommandEvent {
int* unitIds;
int numUnitIds;
/// see AISCommands.h COMMAND_* defines
int commandTopic;
/// see AISCommands.h S*Command structs
void* commandData;
int playerId;
}; // EVENT_PLAYER_COMMAND
/**
* This AI event is sent when a unit finished processing a command.
* @param commandId used on asynchronous commands only (is -1 for regular commands).
* this allows the AI to identify a possible result event,
* which would come with the same id
* @param commandTopicId unique identifier of a command
* (see COMMAND_* defines in AISCommands.h)
* @see callback.handleCommand(..., int commandId, ...)
*/
struct SCommandFinishedEvent {
int unitId;
int commandId;
int commandTopicId;
}; // EVENT_COMMAND_FINISHED
/**
* This AI event is sent when a unit movement is detected by means of a seismic
* event. A seismic event means erruption/movement/shakings of the ground. This
* can be detected by only by special units usually, eg by the seismic detector
* building in Balanced Annihilation.
*/
struct SSeismicPingEvent {
struct SAIFloat3 pos;
float strength;
}; // EVENT_SEISMIC_PING
/**
* This AI event is sent when the AI should be loading its full state from a
* file.
*/
struct SLoadEvent {
/// Absolute file path, should be treated read-only
const char* file;
}; // EVENT_LOAD
/**
* This AI event is sent when the AI should be saving its full state to a file.
*/
struct SSaveEvent {
/// Absolute file path, writeable
const char* file;
}; // EVENT_SAVE
#ifdef __cplusplus
} // extern "C"
#endif
#endif // _AISEVENTS_H
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