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// -------------------------------------------------------------------------
// AAI
//
// A skirmish AI for the Spring engine.
// Copyright Alexander Seizinger
//
// Released under GPL license: see LICENSE.html for more information.
// -------------------------------------------------------------------------
#ifndef AAI_ATTACKMANAGER_H
#define AAI_ATTACKMANAGER_H
#include "aidef.h"
#include <set>
#include <list>
#include <vector>
using namespace std;
class AAI;
class AAIBrain;
class AAIBuildTable;
class AAIMap;
class AAIAttack;
class AAISector;
class AAIAttackManager
{
public:
AAIAttackManager(AAI *ai, int continents);
~AAIAttackManager(void);
void CheckAttack(AAIAttack *attack);
// true if units have sufficient combat power to face mobile units in dest
bool SufficientCombatPowerAt(AAISector *dest, set<AAIGroup*> *combat_groups, float aggressiveness);
// true if combat groups have suffiecient attack power to face stationary defences
bool SufficientAttackPowerVS(AAISector *dest, set<AAIGroup*> *combat_groups, float aggressiveness);
// true if defences have sufficient combat power to push back mobile units in dest
bool SufficientDefencePowerAt(AAISector *dest, float aggressiveness);
void GetNextDest(AAIAttack *attack);
void Update();
private:
void LaunchAttack();
void StopAttack(AAIAttack *attack);
// sends all groups to a rallypoint
void RallyGroups(AAIAttack *attack);
list<AAIAttack*> attacks;
// array stores number of combat groups per category (for SufficientAttackPowerVS(..) )
vector<int> available_combat_cat;
vector< list<AAIGroup*> > available_combat_groups_continent;
vector< list<AAIGroup*> > available_aa_groups_continent;
list<AAIGroup*> available_combat_groups_global;
list<AAIGroup*> available_aa_groups_global;
// stores total attack power for different unit types on each continent
vector< vector<float> > attack_power_continent;
vector<float> attack_power_global;
AAI *ai;
};
#endif
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