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#ifndef CAI_H
#define CAI_H
#include "headers/HAIInterface.h"
#include "headers/Defines.h"
#include "CLogger.h"
class CConfigParser;
class CUnitTable;
class CEconomy;
class CWishList;
class CTaskHandler;
class CThreatMap;
class CPathfinder;
class CIntel;
class CMilitary;
class CDefenseMatrix;
class GameMap;
class CCoverageHandler;
/* Ensures single instantiation of classes and good reachability */
class AIClasses {
public:
AIClasses(IGlobalAICallback* callback);
~AIClasses();
static std::map<int, AIClasses*> instances;
// AI instances grouped by team ID
static std::map<int, std::map<int, AIClasses*> > instancesByAllyTeam;
// AI instances grouped by ally team ID
static std::vector<int> unitIDs;
// temporary container for GetEnemyUnits(), GetFriendlyUnits() etc. results
IAICallback* cb;
IAICheats* cbc;
CConfigParser* cfgparser;
GameMap* gamemap;
CUnitTable* unittable;
CEconomy* economy;
CWishList* wishlist;
CTaskHandler* tasks;
CThreatMap* threatmap;
CPathfinder* pathfinder;
CIntel* intel;
CMilitary* military;
CDefenseMatrix* defensematrix;
CLogger* logger;
CCoverageHandler* coverage;
int team;
// team ID
int allyTeam;
// ally team ID
int allyIndex;
// team index within ally E323AIs (base = 1)
difficultyLevel difficulty;
// TODO: move to CIntel?
bool isMaster() { return (instances.begin()->first == team); }
bool isMasterAlly() { return instancesByAllyTeam[allyTeam].begin()->first == team; }
bool isSole() { return instances.size() == 1; }
void updateAllyIndex();
};
#endif
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