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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef SKIRMISH_AI_BASE_H
#define SKIRMISH_AI_BASE_H
#include "Game/Players/TeamController.h"
#include "System/creg/creg_cond.h"
#include <string>
#include <map>
/**
* Possible live-cycle stati of a Skirmish AI instance.
*/
enum ESkirmishAIStatus {
SKIRMAISTATE_CONSTRUCTED = 10,
SKIRMAISTATE_INITIALIZING = 20,
SKIRMAISTATE_RELOADING = 30,
SKIRMAISTATE_ALIVE = 40,
SKIRMAISTATE_DIEING = 50,
SKIRMAISTATE_DEAD = 60
};
/**
* Stores all sync relevant data about a Skirmish AI instance,
* which is comparable to a human player, as in the thing that controlls a team.
* This class is the AIs equivalent to the humans PlayerBase.
* It is used on the Game-Server and on clients (as a base class).
*/
class SkirmishAIBase : public TeamController {
CR_DECLARE(SkirmishAIBase)
public:
typedef std::map<std::string, std::string> customOpts;
/**
* @brief Constructor assigning default values.
*/
SkirmishAIBase()
: TeamController()
, hostPlayer(-1)
, status(SKIRMAISTATE_CONSTRUCTED)
{}
int hostPlayer;
ESkirmishAIStatus status;
};
/**
* @brief Contains statistical data about a player concerning a single game.
*/
class SkirmishAIStatistics : public TeamControllerStatistics
{
CR_DECLARE_STRUCT(SkirmishAIStatistics)
public:
/**
* @brief Constructor assigning default values.
*/
SkirmishAIStatistics()
: TeamControllerStatistics()
, cpuTime(0)
{}
/// How much CPU time has been used by the AI (in ms?)
int cpuTime;
/// Change structure from host endian to little endian or vice versa.
void swab();
};
#endif // SKIRMISH_AI_BASE_H
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